[ { "url": "https://www.dustloop.com/w/DNFD", "title": "DNFD", "section": "Intro", "text": "THE SEEDS OF VOLITION BRING FORTH A CHALLENGER The first DLC characterSpectrewas released on July 12th 2023 as part of DNF Duel's Season Pass. The second DLC characterBrawlerwas released on September 14th 2023 as part of DNF Duel's Season Pass. The third DLC characterBattle Magewas released on December 18th 2023 as part of DNF Duel's Season Pass. The fourth DLC characterMonkwas released on March 14th 2024 as part of DNF Duel's Season Pass. Arc System Works, Eighting, and Neople Nexon Steam: June 28th, 2022PS4/PS5: June 28th, 2022Nintendo Switch: April 20th, 2023Epic Games: December 18th, 2023" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Overview", "text": "Spectre is a well-rounded, high mobility character that uses her long range, grapple hook, and powerful specials to control the battlefield. Spectre has large normals that allow her to engage from far ranges safely. Both her5Aand5Bhave great range with speed to match, and her lows are both fast (2A) and long-range (2B). HerSattacks are also fantastic;Nightfallis an evasive projectile, andDeep Duskis a near full screen stab that's jump cancelable on hit and wall bounces on Counter Hit, making it a powerful tool for whiff punishes and space control. It's often used in conjunction withBooze, a multidirecitonal tether that allows unique follows up depending on which direction is used (Rusty NailandHangover). Combined withBooze's low recovery, Spectre has a strong advantage in air to air situations and can set up fuzzy pressure on opponent wake ups; her ability to punish mistakes from a distance and turn it into dangerous close range pressure is incredible. Her MP skills are no slouch either.Shaker Blasthas fantastic range, recovery and conversion ability,Blending Painis great as a pressure tool and OTG pick up (withCatharsissharing similar qualities), andWild Floweris a strong, consistent parry reversal with strong combo potential. On top of this, her5M,Daredevilis a fantastic install skill that grants her increased damage and allows for MP Specials to cancel into each other, but its real claim to fame lies inLast Order. WhileLast OrderendsDaredevilstate on use, it's a devastating, high-damage MP Special that causes crumple on normal hit, juggles into hard knockdown on air hit, can OTG, and is dash cancellable to boot, making it one of the best and most versatile punish tools in the game. HerGold Awakening,License, only amplifies this power, as it grants her permanent access toDaredevilfor the rest of the round. Spectreis classified as aStandardHas a good balance between offense and defense.type. She is a well rounded character with strong mobility, long range, large plus on block specials, strong okizeme, mix up, and devastating punishment from afar. Fantastic Reach: Spectre has various long reaching tools, with normals, Skills, and MP Specials that can connect from long distances. Aerial Superiority: Thanks toBoozeand its various cancels, Spectre has a great degree of control over her aerial position, with access to many tools to punish opponents attempting to outmaneuver her. When forced to remain grounded, Spectre is still capable of controlling a majority of the airspace in front of her with tools like5B,5S, and6MS. Combo-ability: Spectre is adept at converting her many long range attacks into damage and an advantageous knockdown. Parry Reversal: Due to having a parry and not a DP, there are situations which Spectre must rely on universal defensive mechanics where a traditional DP would otherwise save her. Committal Offense: Spectre's best pokes, such as5Sand6S, have very long recovery and are thus susceptible to being punished on whiff or after an opponent's roll. Mana Reliant: Unless starting from point-blank, Spectre lacks a meterless method for capitalizing on her pokes for good damage from midscreen. Low Damage: Even on her most difficult to execute combo routes, Spectre struggles to dish out the highly lethal damage that her poor defense often leaves her susceptible to once the tables have turned." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "5A", "text": "Fast and very long range poke, can be true-stringed into5Bon block." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "5AA", "text": "A decent followup, however it's often better to simply go into5Bafter5Ato mitigate pushback on block and combo scaling." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "5B", "text": "Amazing disjointed poke that can confirm into big damage with6M. Also true-strings into6Son block allowing for true pressure resets afterwards with jump cancelj.2S." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "2A", "text": "Spectre's stubbiest attack but also her fastest." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "2B", "text": "A far reaching low that can be confirmed into a combo with6M. Rather unsafe on whiff, so think before throwing this out." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "j.A", "text": "Has a rather stubby hitbox making it somewhat unreliable as an air-to-air, however it can still serve this role in a pinch." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "j.B", "text": "Multihitting overhead. Can be cancelled intoj.XSon block allowing for varied options on the opponent's wakeup. Will always whiff if canceled into fromj.1/2/3Sat any jump height. Both hits are cancellable" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Throw", "text": "A+B" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Guard Cancel", "text": "6B+S Very, very stubby guard cancel. The second hit can sometimes whiff giving Spectre very little advantage while leaving the opponent close to her. Uses2S’s animation and hitboxes." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Shadow Snake Attack", "text": "5S Three fast pokes that cover a large area of the screen. Terrible on whiff - If the second hit of5Swhiffs, Spectre is open to being parried by characters that have one. When spaced, the second hit will often whiff on crouchers. Cannot true string into6S, and thus should not be relied upon for resetting pressure. -16 onblock with Daredevil cancel. Forces the opponent to stand on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Double Shot", "text": "2S A very potent anti-air. True strings into4Mfor guard damage and pressure, and can be used with jump cancelj.1S~Sto bait most reversals while retaining plus frames. Jump cancellable on block" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Deep Dusk", "text": "6S A very slow but massive strike that is used in corner combo routes. On counter hit, it launches via wallbounce from anywhere on the screen, enabling conversions into jump cancelj.XSpickups. Jump cancellable on block -6 on Daredevil cancel" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Nightfall", "text": "4Sorj.SCan hit a knocked down opponent off the groundInflicts hard knockdown on hitThe shockwave is a projectile Backflips a bit less than one backdash's distance away before striking the ground and firing a projectile that travels fullscreen along the ground. Can be used during corner pressure to safely bait and punish any attempts to roll out of the corner. Must connect with the strike portion in order to cancel into MP skills The strike and projectile both hit OTG Spectre can conversion cancel the backflip startup for a quick overhead withj.B. The first hit can be canceled withDaredevilfor a hard knockdown. Cancel Options:MP Skills The same move as4Sbut in the air. Can be used to bait anti-airs without spending Mana. Additional cancel options compared to4SgivesIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.5Ssome usage in advanced corner combo extensions. 4S 5-18f airborne" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Booze", "text": "Any Direction +j.S A character-defining movement option. Fires her smaller sword in any direction like a grappling hook. When fired in a horizontal or downwards direction. Spectre begins air dashing towards the projectile once it reaches the edge of the screen or the floor. When firing in an upwards direction, Spectre begins travelling as soon as the projectile goes offscreen. After Spectre begins moving, horizontal and downwards directions () can be cancelled intoRusty Nail, and upwards directions () can be cancelled intoHangover. Additionally, the dash can be cancelled usingj.Borj.Ato retain the momentum gained and travel large distances or quickly access overhead options in the corner. If not cancelled, Spectre recovers in the air at the end of the dash (this nullifies all momentum), allowing her to take regular air actions (besides anotherj.XS) Spectre can use the speed at whichIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.2Sallows her to land from jump cancellable skills such as6Sto drastically reduce the attack's recovery, rendering them much safer on block and opening up many advanced combo routes. The projectile has no collision and deals no damage. Startup time refers to start of projectile spawn Recovery time refers to total duration of projectile travel and forced movement Starts movement 1f after the projectile connects with a wall or floor Actionable immediately after recovery" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Rusty Nail", "text": "Sduring 4/1/2/3/6 BoozeInflicts hard knockdown on hit Spectre briefly slows down in the air before attacking with Obsidian, her nodachi. Sees liberal use across Spectre's combo routes, and is also a potent pressure reset tool after6S. Can easily convert into a combo withj.Mon a grounded opponent, or4Mon an air hit. Inherits a portion ofBooze's horizontal momentum. (Vertical momentum is completely halted) Must be input in between the startup and end frames of Booze (while Spectre is traveling) to avoid gettingj.Swhile recovered." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Hangover", "text": "Sduring 7/8/9 BoozeCan hit a knocked down opponent off the groundInflicts hard knockdown on hit Halts Booze's momentum and falls downwards, striking the ground upon landing. Used in corner combo loops in conjunction withLast Orderdash cancels, or converting midscreen off of a counter hit6Sor conversion canceled6M. When midscreen, some juggles withLast Orderdash cancels can combo into Hangover with a precisely timedj.8S. Hangover can be canceled intoj.5Sat any point, including immediate startup, which can make it difficult to mash out precisej.7/8/9S~Stimings. Similar toRusty Nail, Hangover retains some of Booze's horizontal momentum. Must be input in between the startup and end frames of Booze (while Spectre is traveling) to avoid gettingj.Swhile recovered." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Daredevil", "text": "5M Activates the Daredevil state, indicated by theicon being active. Daredevil increases Spectre's damage on hit and expands her cancel options, allowing her to cancel her MP skills into other MP skills even on whiff, and allows her to jump cancel4Mor cancel the recovery of6Mwithj.XSon hit/block. Daredevil lasts for [x] frames and consumes no mana while active; onceLast Orderis used or time elapses, Daredevil State ends. The exception to these two rules is whenLicense is active, which gives Spectre permanent Daredevil State. Daredevil State activates instantly on pressing5M, allowing Spectre to conversion cancel it to act sooner. Wildflowercan only be canceled during its recovery frames." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Last Order", "text": "5Mduring DaredevilCan hit a knocked down opponent off the ground A massive strike that ends the Daredevil state on use. Crumples the opponent on grounded hit, Juggles into a hard knockdown on air hit, and also launches as an OTG. When Gold cube awakening is active, Last Order can be used repeatedly due to the Daredevil state being active permanently. Can be forward dash cancelled +19 on dash cancel +19 On-block when dash cancelled" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Wildflower", "text": "2Mor623MCounters moves that are not projectiles, throws, or lowsInflicts hard knockdown on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Shaker Blast", "text": "6Mor236M Her main conversion tool off of most hits. Also a powerful anti-air and whiff punish tool due to its relatively quick startup and the space that it covers on screen. Can link from her4Sprojectile in some circumstances, such as on a long range counter hit, or if it hits an opponent out of the air. While Daredevil is active, Spectre can cancel the recovery into any direction ofBoozeGuard-Startup8 + TravelRecoveryTotal 15~37Advantage-on hit/block. Spectre recovers in the air, allowing air actions afterwards. Retains a portion of Spectre's dash momentum. Recovers airborne -23 on block if no air action is taken" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Blending Pain", "text": "4Mor214MThe initial strike portion forces a knockdownCan hit a knocked down opponent off the groundThe whirlwind portion is a projectile An expensive but highly plus special for block pressure and excellent OTG pickup combo tool. The tornado can also nullify projectiles if Spectre is given a sufficient opening to set it up. Jump cancellable when Daredevil is active if the first hit connects (+50 on block with jump cancel)" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Catharsis", "text": "j.MCan hit a knocked down opponent off the groundThe whirlwind portion is a projectile The primary way Spectre converts off ofj.6S~Shits via the OTG pickup. Can also be used to punish opponents for attempting to react to Booze movement, or create a mixup opportunity thanks to the plus frames on block. Although it lingers for less time than4M, the tornado still can be used to block projectiles. The first hit is considered a strike, and will lose to parries such as Grappler's2M Startup varies based on the height it's performed from. Launches on normal hit and on OTG." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre", "title": "Spectre", "section": "Testament", "text": "ASCan hit a knocked down opponent off the ground Has good reach, making it easy to catch falling opponents during Spectre's many juggle routes. Despite appearances, it can also hit OTG. Can be linked into fromWildflowerwhile in the corner. Awakening Flash freezes the game for 75 frames (1.2525 seconds) starting at Frame 3." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "1)Character Portrait", "text": "The portrait of the current character in play. Player 1 is on the left, while Player 2 is on the right." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "2)HP Gauge", "text": "This gauge displays your remaining life. If this HP gauge drops below a certain % that player will enterAwakening." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "3)MP Gauge", "text": "This gauge ties into MP skills. As you lose life the maximum amount of MP you can have will increase going all the way up to 200, which gives the player access toAwakening." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "4)Guard Gauge", "text": "This gauge ties into Guard damage. Each move applies a set amount of Guard damage and when the guard gauge is depleted, that character will have their guard broken" }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "5)Timer", "text": "Each round has a set time limit. If the timer reaches zero, then the character with the most life calculated by percentage is the winner of the round." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "6)Round Counter", "text": "Each round you win will be tallied up here. If a player wins a round one of the circles will be filled." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "Combo Counter", "text": "Indicates the number of hits dealt in the current combo." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "System Text", "text": "Various texts will appear on the edges of the screen, relating to any interactions that occur." }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "Move Properties", "text": "Denotes the move is a Projectile Denotes the move inflicts a hard knockdown on hit Denotes the move can hit an opponentOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\" Denotes the move hits low and cannot be guarded standing Denotes the move overhead and cannot be guarded crouching Denotes the attack is a grab/throw attack. Denotes the move is invincible against projectile property attacks Denotes the move is invincible against all attacks except throws Denotes the move is invincible against throws Denotes the move has Super Armor, allowing it to continue when struck by attacks that are not awakening attacks. Denotes that the move counters attacks that are not projectiles or lows Denotes that the move has invincibility frames" }, { "url": "https://www.dustloop.com/w/DNFD/HUD", "title": "HUD", "section": "Buff and Debuff icons", "text": "Increases / Decreases damage dealt on hit. Increases / Decreases the amount of white damage dealt to the opponent when an attack is guarded. Increases both damage dealt on hit and white damage dealt on guard Increases / Decreases the amount of Guard Gauge damage dealt to the opponent when an attack is guarded. Decreases / Increases the amount of Guard Gauge damage received while guarding. Decreases incoming white damage when guarding. Decreases / Increases MP recovery delay after using MP moves. Increases / Decreases the amount of MP passively recovered and the amount of MP recovered while attacking. Increases / Decreases defense. Increases / Decreases the speed of white health recovery. Increases / Decreases movement speed. -Inquisitor's debuff inflicted byFlege's EssenceGuardMidStartup34Recovery17Advantage-7. Opponents affected by Essence become vulnerable to receiving the Incinerate status. - A short duration Fire damage over time effect. Inflicted byInquisitorby hitting opponents affected by Essence with anyMP Skill, consuming it to launch the opponent and deal damage over time. Inflicted byBrawlerby hitting opponents with explosive skills. - A long duration damage over time effect Inflicted byBrawlerby hitting opponents with Poison skills. -Lost Warrior's stacking debuff inflicted by hitting opponents with anyMP Skill. Reaching 5 stacks activates Time Stop. -Lost Warrior's debuff triggered by reaching 5 Engraved Time stacks. Freezes the opponent in place. Duration increases duringAwakening. -Kunoichi's debuff inflicted by hitting opponents with anyMP Skill. Explodes after a delay, inflicting damage and launching the opponent. -Enchantress's debuff inflicted byKeep Away!GuardThrowStartup18Recovery40Advantage-. Opponents inflicted by Doll Hit are transformed into a doll, where they cannot take any actions besides walking, jumping, or usingAnormals. When the effect expires, they are momentarily left defenseless. -Crusaderbuff granted fromGrace of LemidiosGuardMidStartup22RecoveryAdvantage-8that grants 1 hit of super armor, the Holy Shock effect on some moves, and access to two extraMPSkills that consume the buff. If the buff expires on its own, Crusader is left defenseless for a short period. -Crusader's debuff inflicted viaStrike of RepentanceGuardMidStartup22RecoveryAdvantage-8. Opponents inflicted with Shocked cannot jump. -Berserker's unique \"Install\" state accessed viaFrenzyGuardMidStartup17RecoveryAdvantage+3. Greatly increases his speed, powers up his normals, and grants access toBlood TwisterGuardMidStartup17RecoveryAdvantage+3." }, { "url": "https://www.dustloop.com/w/DNFD/Damage", "title": "Damage", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Damage", "title": "Damage", "section": "HP Gauge", "text": "This gauge displays a character's Hit Points (HP), which when depleted causes that player to lose the round. Each character has varying amounts of health. Most moves will deal a portion of their damage asWhite Damagewhich can be recovered over time at a rate of 30 HP per second. The larger portion near the end of the gauge represents the point at which characters will activateAwakening." }, { "url": "https://www.dustloop.com/w/DNFD/Damage", "title": "Damage", "section": "Hitstun Decay", "text": "Functioning almost completely identically to the main developer Eighting's most infamous titleMarvel vs Capcom 3, DNF Duel's combo system utilizes a basicHitstun Decayformula to put a limit on combos. This means that as a combo goes on, the amount of hitstun each attack deals is reduced as it reaches certain time thresholds. Hitstun/Untechable time decay is determined by more than just the amount of time that has passed in the combo; it is also calculated in part by what starter is used, and the decay formula also varies based on whether the opponent in the middle of the combo is on the ground or airborne. These are the basic principles of the formula: On a grounded opponent,every attack's hitstun is reduced by 5F for every 120F that the opponent is in grounded hitstun. On an airborne opponent,every attack's hitstun is reduced by 4F for every 30F that the opponent is in airborne hitstun. Neither of these timers overlap; each one only depletes when the opponent is in that specific state. But of course, the above list alone does not tell the whole story: some attacks may have a property where they instantly consume a specific amount of \"time\" when used as the first hit of a combo. Typically,Anormals immediately advance the timer by60Fwhen used as a starter, andReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.moves tend to advance it by120F." }, { "url": "https://www.dustloop.com/w/DNFD/Damage", "title": "Damage", "section": "Proration", "text": "In DNFD, the game's damage scaling system utilizes a \"Combo Rate\", which is most simply described as a percentage between 10% and 100% assigned to each move, that when used in a combo functions as an bound to how much damage at most the following attacks in the combo can deal. The Combo Rate in a combo can only decrease, and never increase. For example, if a combo is at 100% Combo Rate, and a move with 80% proration is used, this means that the remaining moves in a combo can only deal 80% of their damage at most. From there, if a move with 90% Combo Rate is used, it will not increase the combo's proration back up to 90%, but rather the rate will remain at 80% and the move with 90% rate will only deal 80% of its damage. This makes Combo Rates serve as a sort of \"upper clamp\" on how much damage a combo can deal from certain starters or after certain extenders are used, as starting or extending a combo with a move with poor Combo Rate such as a2Aor atrue reversalA reversal attack of which the user is invulnerable throughoutallstartup frames, including the first active frame or more.will stick the Combo Rate at that low percentage and can go no higher than that. Every move also has a \"Fixed Combo Rate\" that functions as a minimum damage it can deal, regardless of the current Combo Rate, but also having no effect on the Combo Rate. On most moves this property ranges between 10-15%, but more notably on Awakening Supers, this is typically 50%." }, { "url": "https://www.dustloop.com/w/DNFD/Damage", "title": "Damage", "section": "Ground Attack", "text": "Also known asOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"" }, { "url": "https://www.dustloop.com/w/DNFD/Damage", "title": "Damage", "section": "White Damage", "text": "When characters are struck by most attacks, a portion of the damage is dealt as White Damage distinctly visible on the HP Gauge. Characters cannot be K.O.'d from this white damage, and recover it (i.e. turn it back into \"real\" HP) at a rate of 30 HP per second after not taking any damage for a brief period." }, { "url": "https://www.dustloop.com/w/DNFD/Damage", "title": "Damage", "section": "Effect Damage", "text": "You can help by editing it. Certain characters can inflict debuffs that deal damage over time, or inflict an attack on the afflicted character after a delay. Incinerate is a short-duration Fire damage over time effect that deals damage every 10 frames. The damange per frame and total duration of the effect varies depending on the character and which move is used. Damage dealt by Incinerate ignores all damage scaling. This includes combo scaling and even damage reduction buffs (e.g. Crusader's Merciful Strength), and it cannot be blocked. However, the fire cannot deal the lethal blow, leaving opponents on 1 Health. Incinerate can be inflicted by the following methods: Poison is a long-duration damage over time effect that deals a set amount of damage. It can currently only be inflicted byBrawler'sVenom MineGuardAllStartup19Recovery18 + 6 LandingAdvantage~+24. Poison deals damage at a rate of 2 per 10 frames. Like Incinerate, damage dealt by Poison ignores all damage scaling. This includes combo scaling and even damage reduction buffs (e.g. Crusader's Merciful Strength), and it cannot be blocked. However, the poison cannot deal the lethal blow, leaving opponents on 1 Health." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Starter", "title": "Spectre", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.06", "title": "Version", "section": "Intro", "text": "v1.06Date Released:August 29, 2022 LinksOfficial Site Small Balance update Rising Fist (623M)GuardAllStartup9RecoveryUntil Landing + 17 LandingAdvantage-53NERFReduced blockstun after 2nd strike Reduced blockstun after 2nd strike Charged Magnumsault (5[M])GuardMidStartup41Recovery16Advantage+6NERFReduced time unable to tech during the Charged Effect version Reduced time unable to tech during the Charged Effect version Bill Drill (623M)GuardAllStartup12RecoveryAdvantage-33NERFReduced blockstun after final strike (-28 to -33 on block)Increased guard pushback after final strike Reduced blockstun after final strike (-28 to -33 on block) Increased guard pushback after final strike MP regenerationDecreased MP regeneration rate from 12MP/sec to 11MP/sec Decreased MP regeneration rate from 12MP/sec to 11MP/sec Wind Orb (236M)Guard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-NERFIncreased time needed to start MP regeneration Increased time needed to start MP regeneration Storm Quaker (236M)GuardAllStartup10Recovery28 (6M~6M)16 + 5 Landing (~j.6M)Advantage+77NERFIncreased time needed to start MP regenerationReduced guaranteed minimum damage Increased time needed to start MP regeneration Reduced guaranteed minimum damage Storm Strike (]S[)GuardAllStartup25Recovery33Advantage-5NERFReduced guaranteed minimum damage Reduced guaranteed minimum damage Vortex Hurricane (214M)GuardAllStartup15Recovery5Advantage+13NERFReduced guaranteed minimum damage Reduced guaranteed minimum damage Wind Blaster (5S)GuardMidStartup16Recovery31Advantage-16NERFReduced guard gauge reduction amountdecreased blockstun from -9 to -11Reduced damage from 95 to 80 Reduced guard gauge reduction amount decreased blockstun from -9 to -11 Reduced damage from 95 to 80 Wind Twist (214M)GuardAllStartup19 (4M)19 + 5 Landing (j.4M)Recovery10Advantage+10NERFIncreased time needed to start MP regenerationReduced guard gauge reduction amountReduced duration timeIncreased stun timeDisappears when Guard Break is inflicted upon Swift Master Increased time needed to start MP regeneration Reduced guard gauge reduction amount Reduced duration time Increased stun time Disappears when Guard Break is inflicted upon Swift Master Sonic Move (j.XG)GuardAllStartup8Recovery3 + 5 LandingAdvantage+6~9NERFReduced guard gauge reduction amountReduced white damage against opponents when guardedblockstun decreased when triggered in,, or(+4 at best) Reduced guard gauge reduction amount Reduced white damage against opponents when guarded blockstun decreased when triggered in,, or(+4 at best)" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.06", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/FAQ", "title": "FAQ", "section": "Intro", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/FAQ", "title": "FAQ", "section": "How do I play Lost Warrior?", "text": "Complete the Story Mode. Lost Warriormust first be unlocked by completingChapter 9in Story Mode on any character's story. Once completed, you gain access to Lost Warrior in all game modes." }, { "url": "https://www.dustloop.com/w/DNFD/FAQ", "title": "FAQ", "section": "Is there any reason NOT to use Guard?", "text": "Yes! Like many games with a Guard button, while it has obvious advantages, namely for rendering cross-up attacks completely harmless, it creates some subtle weaknesses when used instead of standard blocking with a,, orinput: If you are hit by a Throw while holding Guard, youcannotThrow Break. During gaps in pressure, youcannotwalk backwards. If you are not currently in blockstun/hitstun, you cannot jump for at least 1 Frame even after releasing Guard. All three of these have significant impacts on the strength of Throws and Command Grabs. In advanced play this makes it very important to utilise both, as strengthening yourself against Throws will quickly make you vulnerable to cross-ups, and vice-versa." }, { "url": "https://www.dustloop.com/w/DNFD/FAQ", "title": "FAQ", "section": "What does using Technical (motion) inputs do?", "text": "Reduces overallMPusage. As explained on the Offense page (See:MP Skills), using the Technical input reduces theMPRegeneration cooldown by 40%. The cooldown itself varies by move, but in larger cases this can result in as much as an entire second ofMPregeneration. For example: Launcher'sBBQGuardAllStartup18Recovery45Advantage-32(HerDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.) has anMPRegeneration cooldown of 120F. Using its technical input lowers this down to 72F. For Launcher this is functionally 9.6MPsaved." }, { "url": "https://www.dustloop.com/w/DNFD/FAQ", "title": "FAQ", "section": "What's the difference between Green and Blue Technical (motion) inputs?", "text": "There is no difference. For context, the game will display a coloured \"GOOD\" when performing a Technical input. The text will begreenif the input is done slowly, orblueif it was done quickly. There is no known gameplay difference between these, and is purely visual.Contrary to popular belief, it has no effect onMPRegeneration cooldown" }, { "url": "https://www.dustloop.com/w/DNFD/FAQ", "title": "FAQ", "section": "DoMPRegeneration Cooldowns stack?", "text": "No. If twoMP Skillsare used in quick succession, only the longest remaining cooldown is in effect. By using a move with a lowMPRegeneration cooldown shortly after a large cooldown, the move will grant little or no additional penalty. However, it is very rare for moves to encompass each-other like this, therefore there is still likely a benefit to using Technical inputs onbothMP Skillsin such a sequence. For example: Inquisitor'sBurning WheelGuardMidStartup40Recovery30*Advantage+166has a 150FMPRegeneration cooldown. If she then immediately uses herSummary JusticeGuardMidStartup18Recovery21Advantage±0with its 60F cooldown, it will have no effect on her total cooldown and will begin regenerating after 150 Frames. If the Burning Wheel has proceeded for some time and theMPcooldown is now below 60F, Summary Justice will return it to 60F, and she will begin reginerating after 60 Frames from the Summary Justice" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Overview", "text": "Launcher is an oppressive zoner with many linear, slow-traveling projectiles. While launcher sports mediocre combo damage, she dominates neutral with her arsenal of projectile options and has great corner carry on most hits. Once she gets them there, she excels at keeping opponents locked down in the corner. Despite her raw damage being low, she can stack on white health damage on block with her many projectiles that she can potentially strip away with one well timed MP Skill. While Roll is strong for getting in against her majority projectile-based neutral, it can be difficult to punish her as her recoveries are often shorter than the duration of a roll depending on the spacing involved. Not without options of course, Launcher can call out roll attempts withframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s at specific ranges, especially once she has pushed the opponent close enough to the corner. By spacing herself out just beyond halfscreen with the opponent's back to the wall, she can intercept an opponent trying to contest the inherent gaps in her chains but still be close enough to confirm into her combos. Launcheris classified as aRangedHas many skills that pressures opponents from a distance. Placed at a disadvantage when in melee range.type. She has a variety of ranged and multi-hit attacks. She can pressure opponents by using moves with delayed hits. Corner Carry: Her most universal tool,ExtruderGuardAllStartup30Recovery39Advantage+38~+48, pushes the opponent back an extreme distance which allows Launcher to take them to the corner from anywhere on the screen (where she's strongest). Chip Damage: During Clear Cube Awakening, Launcher's MP Skills can build up White Life quickly. With access to Guard Break sequences in the corner, she can convert her chip damage into atouch of deathA single combo that will defeat the opponent even from full health.combo. Safe Air-to-Ground:j.Sis one of Launcher's most effective space control tools when there is some room to breathe, and stuns for long enough on hit that Launcher can land from a moderate height and combo with2A. Fullscreen Control: Launcher's freedom to whiff cancel2Binto Skills and cancel5Binto MP Skills gives Launcher the means to push out and keep opponents on their toes, daring them to move. With varied timing, layered whiff-canceled attacks and a defensive setup of grenades, Launcher can often snag an opponent with a delayed explosion and confirm into a formidable combo. High Cost, Low Opportunity: Despite chip damage being her touted gimmick, Launcher needs to spend exorbitant amounts of MP to build up notable white life. She also must rely on mana skills for both pressure and combos/damage, sometimes forcing her to choose one or the other. Blind Spots: Launcher's main starters are vulnerable tolow crushA move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability.moves, forcing her to make hard reads for airborne opponents. She also lacks moves capable of targeting the space directly below her when airborne to cover her landing. Weak to projectile invulnerability: with her only physical attacks beingAmoves (and4S) Launcher has very little answers to opponents withprojectile invulnerabilityA state where projectiles cannot hit you, but all other attacks or throws will., such asStriker's6MGuardAllStartup18Recovery28Advantage-8. This is problematic for her zoning and pressure, especially in the corner, as most of it relies on specific spacing and projectiles both of which can be ignored by this single mechanic." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Unique Mechanics", "text": "Awakening Effect: activates when entering Awakening mode at 30% HP or less. MP skills can be cancelled by using other MP skills.Increases MP Recovery Speed. Awakening Effect: activates when entering Awakening mode at 50% HP or less. Increases Damage.Doubles the amount of chip damage dealt when attacks are blocked.Increases the Guard Damage dealt when attacks are blocked." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "5A", "text": "Launcher aims at the ground with an awkward low-height hitbox which can be easily jumped. This is the cornerstone of Launcher pressure as it has the most cancel options out of any of her normals. It has good frame advantage, allowing her to stagger multiple shots to get optimal spacing and steal turns with proper conditioning, and then lead into5AAto space the opponent out to begin her explosive setups." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "5AA", "text": "5A‘s twosome followup with great space coverage. Being able to chain from5Aon whiff makes it dangerous to challenge. With two very active shots spaced apart, it provides enough time to hit confirm or extend pressure on block. When at very close distance,2Band5Scan chain off of5AAfor a true blockstring, but have a gap from beyond grab range. The only true blockstrings after5AAat any range are5Band4S; anything else has unsafe gaps. Launcher needs to anticipate any opponents dodging or challenging whatever comes after5AA, gain ideal spacing, drop a grenade and delay her shots accordingly. Hitbox of the final shot hits at nearly the same height as6S, it can potentially anti-air a distant opponent, but is not much better than5Aup close." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "5B", "text": "Launcher's flamethrower reaches a little further than half the screen's length. Useful to check opponents trying to run in, as well as catch them if they try acting immediately after blocking Steyr or Extruder from fullscreen. A true blockstring from5AA. Despite the long active frames, the total duration of the flames is a scant few frames shorter than the 30F projectile invulnerability of Dodge, an opponent can Dodge right into the flames and punish Launcher if her attack fell short. Can be held to extend active frames. Considered a Projectile. Has a massive disjoint, leaves a deadzone directly in front of Launcher. No cancels offer a true blockstring, but Flamethrower combos into Charge Laser at any distance as well as5Sand6Sfrom most distances." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "2A", "text": "A fast low poke that combos into5A, giving Launcher a means to check someone moving and confirm into a solid, albeit very prorated combo. One of Launcher's two lows Hitbox is exceptionally low to the ground, whiffing under anyone even a single frame's jump into the air, as well as some other characters' low crush moves." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "2B", "text": "Unorthodox2B, Launcher throws out a grenade that explodes on contact with the opponent or after a certain amount of time. This move is Launcher’s lifeline. Her opponent must respect it at all times as soon as it is out. With the ability to whiff cancel it immediately after the projectile becomes active, Launcher can almost always safely set up a defensive line in front of her before she leads into firing off one of herSkills. After a4Sknockdown in the corner, Launcher's default position will cause the grenade to land just outside the stage, serving as a delayed threat. However, if Launcher microwalks backwards before deploying the grenade, it will instead detonate on the opponent's wakeup, assuming they do not Dodge on wakeup to avoid it. Persists if Launcher is hit. Explodes after 90 frames or on contact with the opponent. A combined explosive force of2Band2Scan launch and/or juggle the opponent at point blank, opening up many high damage combo opportunities." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "j.A", "text": "A pretty largej.Athat covers a downward angle. Bounces Launcher backwards on Frame 6, instantly changing her momentum. The hitbox will whiff over most crouching opponents at close range, but can connect with the tip of the muzzle flash. Combos intoj.Sagainst grounded opponents, allowing for possible follow-ups, but leads to no further combos on airborne opponents." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "j.B", "text": "Very slow and very active air button that can cut off half a block of guard meter. With ideal spacing so that she hits on the way down, Launcher can somewhat reliably maintain advantage on block. j.BApplies a faint backwards inertia on Launcher, slowing her forward jump, slightly pushing her back on a neutral jump, and making her cover more ground on a backwards jump. Launches on hit, can hit OTG, and is untechable Frame advantage on block varies due to projectiles hitting at an inconsistent rate between two to five frames apart. Massive disjoint at the end of M-137's barrel, leaving a huge deadzone between Launcher and her projectiles, and even with the projectiles and the ground." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Throw", "text": "A+B Launcher is +6 after a successful throw." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Guard Cancel", "text": "6B+S Using the same hitboxes as4SGuardLowStartup18Recovery25Advantage-11~-17's slide, Launcher's Guard Cancel has good horizontal range, but suffers from the same lack of vertical range. A successful Guard Cancel places the opponent at the tip of Launcher's5AGuardAllStartup10Recovery18Advantage-3, allowing for an immediate poke. Leaves Launcher point blank with the opponent on block compared to many other Guard Cancels, which push the opponent away." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Steyr AMR", "text": "5SIs a projectile property attack Launcher’s most straight-forward projectile and a core part of her combos. Confirm into this when comboing into her MS Skills. Fires forwards in a straight line and explodes on contact. At longer distances,5Swon’t combo from5AAbut will be plus on block. Knocks down on hit. Whiffs at point blank range against crouching Striker, Inquisitor, Swift Master, Enchantress, Kunoichi and Dragon Knight Steyr has a dodgeable gap after a blocked5AAeven at point blank." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "FM-31 Grenade Launcher", "text": "2SIs a projectile property attack Not a great reactive anti-air, but a strong pre-emptive one. Very useful for stopping jumps after opponents block5AAand attempt to jump over Launcher's2Bgrenade. A potent duo with Launcher's2Bgrenade, both grenades can fortify Launcher's defensive wall, especially against jumpy opponents. The projectile travels upwards at a 45 degree angle and only explodes on contact with the opponent. Whiffs against crouching Berzerker, Striker, Grappler, Inquisitor, Swift Master , Enchantress, Kunoichi and Dragon Knight A combination of2B&2S, depending on which hits first, can launch the opponent extremely high or successively juggle them. Both offer many followups. Can be jump cancelled, opening up combo options that let Launcher deploy Quantum Bomb and keep the opponent airborne long enough for it to come down on them." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Cannon Ball", "text": "6SIs a projectile property attack Counterpart to5S.6Stravels faster and has a higher hitbox. Minor utility in sniping a distant jumping opponent, but is too slow to do so on reaction and will whiff under the apex of a jump. Cannon Ball is used to stop the opponent's approach and force them to crouch. Rolling in either direction or jumping will result in a punish. Due to it's high hitbox however this move can be easilylow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.d. Whiffs against most crouching opponents, except for Hitman, Crusader, Lost Warrior, and sometimes Vanguard (see table below)." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Spriggan", "text": "4SLow attack. Must be guarded crouchingInflicts hard knockdown on hit Launcher performs a slide into a cinematic hitgrab. This is Launcher’s best meterless combo ender, and chains from5AA, but can whiff from5AA's max range. Combos intoASand623Min exchange for oki and236Mfor extensions/oki. Alternatively,j.Scan OTG to add a bit more damage without spending resources, also leaving Launcher with better frame advantage and position. After4S, Launcher has two setplay options. She can drop2Bfor a meaty or delayed explosion, or usej.M>j.S(whiff) >5A>5AA> [5B] to lock the opponent down while Quantum Bomb descends upon them. Grenade is a safer free option, but Quantum Bomb can capitalize better on an opponent known to press buttons on wakeup. Gives a hard knockdown on hit. Always punishable on block. One of Launcher's two lows The landing recovery can be cancelled into anyMmove." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Laser Rifle", "text": "j.SIs a projectile property attackCan hit a knocked down opponent off the ground One of Launcher's best tools to control space, both offensively and defensively. Its combo potential is surprisingly strong against grounded opponents,j.Shas enough hitstun to land from a moderate height and combo with2A. Freezes Launcher’s air momentum on Frame 14. Launcher starts to fall on Frame 42. Leaves standing on hit, but has a ton of hitstun. Can be used to OTG the opponent for a moderate amount of damage as a free alternative instead of an MP Skill." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Charge Laser Rifle", "text": "5MIs a projectile property attack Fullscreen beam. More of a matchup-specific tool as it can stuff some opponents' fullscreen activity and snipe jumpers with good timing, but is generally too slow to use on reaction to other projectiles. It can tack on extra damage after Cannon Ball in combos away from the corner, but the damage is often not worth the MP nor opportunity cost. Leaves standing on ground hit. Applies a soft knockdown on air hit. Laser applies 60 White Life damage on block." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "BBQ", "text": "2Mor623MTemporarily fully invincibleCan hit a knocked down opponent off the ground A short range hitgrab style invincible reversal. Functions as an OTG after4S, but costs MP and gives up Oki. If erasing white life is not a factor, Launcher can instead substitutej.Sas an OTG finisher for free. Early frames do not cover the space directly above or behind Launcher, making her helpless against most jump-in crossups. Despite her height, the narrow hitbox is very easily baited, jumped over and out-ranged by many characters with air mobility tools. reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "X-1 Extruder", "text": "6Mor236MIs a projectile property attackCan hit a knocked down opponent off the ground Launcher’s main mana combo extender after ahard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.and one of her best combo enders in the corner. Also her best anti-air, keep away tool and pressure tool. The fireball is massive and multi hitting, making it very hard to do anything but block it. Trying to roll it will result in either a2Aor throw punish. Extends combos from5Sand4Sfor good damage and massive corner carry. Pushes opponents fullscreen on hit and on block. Applies a soft knockdown on hit. Functions as an OTG. Deals up to 66 White Life damage if the opponent blocks the total seven hits." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "FM-92 mk2 Lancer", "text": "4Mor214MIs a projectile property attackCan hit a knocked down opponent off the ground This is Launcher's best combo extender. The slow startup and very inconsistent follow up hit make this move an awkward anti-air but generally will leave Launcher at an advantage on hit or block. This move always has a follow up attack that will persist even if Launcher is hit, allowing her to safely apply pressure in most situations and even steal turns after interrupting the opponent. The least practical chip damage tool, a point blank shot will apply a total of 72 White Life on block. The eight airburst bomblets can deal an unlikely maximum of 40 (80) white life damage on block if seven hit the opponent and one explodes on the ground. Jump cancellable on hit Whiffs against all crouching characters, except Crusader, Ghostblade, Hitman, and Lost Warrior The first projectile explodes after 25 frames or on contact with the opponent." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Quantum Bomb", "text": "j.MIs a projectile property attackInflicts hard knockdown on hitCan hit a knocked down opponent off the ground Launcher places a target on the ground at the opponent's location. after a delay, a missile will descend towards the target and explode on impact. Launcher recovers before she begins to fall again, allowing her to press other buttons on the way down including anotherj.M. 400 Guard Gauge damage and 80 White Life damage on block. Chains from j.A if it connects, allowing Launcher to interrupt the knockback. Projectile remains active even if Launcher is hit, and multiple Bombs can be active at once. Trades in Launcher's favor if the opponent chooses to Guard Cancel Launcher is stuck in the air animation for 51 frames. The move can be cancelled immediately, and the projectile will still appear." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher", "title": "Launcher", "section": "Ancient Trigger", "text": "ASCan hit a knocked down opponent off the ground Launcher's awakening skill. While it has very narrow range, it can hit OTG to finish opponents off after an extended combo. 4Ssets up a safe opportunity to end things." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Combos", "title": "Spectre", "section": "Basic Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Combos", "title": "Spectre", "section": "", "text": "5A>5B>2B>6M> land2S> 9jc >j.3S~SA 40 MP, simple starter combo for close and midrange that converts into a Booze knockdown.2Acan be substituted for5Aif the opponent is in much closer, and to avoid gettingj.2Safter6M, a small delay is required to let Spectre land on the ground first. The secondSinput forj.3Smay take a little finessing to get down, but the launch from2Bgives a bit more time to get the input in safely; when the opponent is close to the corner,j.6S~Sworks just as well. For an extra 60 MP,j.Mcan be added afterj.3S~Sin order to knock the opponent down, and if the technical input is used for6M, enough MP is regenerated to activate Daredevil while the opponent is still caught up byj.Mat the cost of potentially Exhausting." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Combos", "title": "Spectre", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Combos", "title": "Spectre", "section": "", "text": "5B>5S(1) >6S>6M>j.6S~S>j.M> 66 >2B>5S(3) >6S> 8/9jc >IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.6S~S>5MA 100 mana starter from a long-range5Bhit that carries the opponent into the corner from roundstart position, ending advantaged enough to safely enter Daredevil with5M. Note that the combo will drop if done at round start/max5Brange range without moving forward. When done from closer range, (such as from a5Astarter)5S(3) can be used to push the opponent out.j.3Scan also be in place ofj.Sdepending on Spectre's position relative to the opponent if forward Booze would move her too far forj.6S~Sto connect. When too close for Rusty Nail to connect, can opt to land after236Minto2S> jcIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.3S~S>j.M" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Combos", "title": "Spectre", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Combos", "title": "Spectre", "section": "", "text": "5b 2b 6m 2s 5b 6m 3s~s xx 214M 2b 6s 3s~sSpectre's most rewarding bread and butter. The microdash 214M is optional depending on the amount of mana you have, but it allows for great corner carry and leads into multiple oki setups. (2a 2b) 2s 6s (j.3s 2s 6s) j.3s~s j.M 6s dl. tk.5s(x2) 5m 6s 3s~s (4m j.3s~s)Routing outline for the corner. Leads into some of the safest oki in the game." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.71", "title": "Version", "section": "Intro", "text": "v1.71Date Released:March 15, 2024 LinksOfficial Site" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.71", "title": "Version", "section": "Bug Fixes", "text": "\"Improved Operational Stability\" (Removed DLC 5 related files)" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.71", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Overview", "text": "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 toOppressionGuardAllStartup18RecoveryAdvantage-23. Troubleshooter has great poking buttons with5Aand2Band can easily space himself out in blockstrings with5S. Once he spaces himself out, he can use his6Sgrenade to make himself plus and re-assert pressure using his excellent buttons. He can poke at longer ranges usingGet On FireGuardAllStartup26RecoveryAdvantage-17and its follow up for a knockdown. That’s not all Troubleshooter has at his disposal. His4SGuardAllStartup45RecoveryAdvantageis 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 aforementioned214Mnet can be set up on a knockdown and triggered manually with2A(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 withIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.MGuardHighStartup28RecoveryAdvantage+3. These upsides are all cranked to 11 when Troubleshooter enters Gold Cube Awakening.214Mlaunches 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. Troubleshooteris classified as aStandardHas a good balance between offense and defense.type. He has many easy-to-use moves. He has various traps that set off delayed explosions. His4Sreduces his HP to increase his attack for a set duration. Expert 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 withMPSkills Conversion on Demand: A trait shared only with Berserker, Troubleshooter can generate white health with4S, giving him a damage buff and access to Conversion without needing to get hit. Comeback Factor: Troubleshooter's Gold Cube awakening enables him to get strong combos off any starter, including his invcinible reversal. His ability to self damage through4Salso enables safe623Ms in this awakening. Master of None: Troubleshooter can struggle to beat other characters at their own game. When fighting characters who specialize in a playstyle, he's forced to adapt, making his playstyle very matchup dependent until he lands a hit. Low Guard Damage: Although Troubleshooter has all the tools necessary to have threatening pressure, his guard damage is low, meaning that opponents can take a long time to analyze and adapt to Troubleshooter's pressure. Mana Hungry: Troubleshooter can't really combo without mp. His pressure also leaves him without much mp to work with so he really isn't going to get big damage off his combos that often." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Unique Mechanics", "text": "Enhances variousMPSkills to launch higher for better reward on hit, as well as increasing white damage on block: Get On Fire followupGuardAllStartupRecoveryAdvantage-19wallbounces into a hard knockdown on hit which leads to big combos. OppressionGuardAllStartup18RecoveryAdvantage-23's grenade net explosion launches higher, allowing for easier combos, as well as combos after throw. Igniting Slash 3GuardAllStartup34Recovery21Advantage+1launches higher, allowing for easier and varied combos/setups. Perfect BattingGuardAllStartup16RecoveryAdvantage-26launches 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 otherMPSkills remain unchanged, includingj.M,236M,5M,5M~M, and the initial hit of214M. White damage on block for allMPskills is still increased. Additionally,Get On Fire followupGuardAllStartupRecoveryAdvantage-19can be performed as a followup to anyMPSkill, on whiff, block, or hit. Damage inflicted is increased Chip damage is increased Defense is increased MP recovery speed is increased It makes the Oppression net launch higher. This is most likely unintentionally left in his clear cube." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "5A", "text": "Troubleshooter swings his sword directly in front of him. An excellent poke for its speed, range & frame advantage. Be careful because if you get a air hit or if they backdash it they will tech out before you can combo." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "5AA", "text": "Troubleshooter slams his sword into the ground." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "5B", "text": "Trouble shooter uses his shotgun for a serviceable but exploitable poke. Vulnerable to low profile moves such asStriker's2BGuardLowStartup10Recovery26Advantage-11~-20 Can work as a further out anti-air for opponents trying to land. Because this is considered a projectile it can be used to punish parry if you try to bait them out to use it." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "2A", "text": "A fast low with good reach. Can be used to detonate the grenade net placed by214MGuardAllStartup18RecoveryAdvantage-23early. Sometimes catches jumps." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "2B", "text": "A long reaching low poke. Hard knockdown on counter hit." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "j.A", "text": "An excellent long range button that's mainly used for air-to-air situations." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Throw", "text": "A+B 214MGuardAllStartup18RecoveryAdvantage-23can make Troubleshooter's throw 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 Gold Cube 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 withIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.MGuardHighStartup28RecoveryAdvantage+3for high reward. +4 on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Sword Bomb", "text": "5SThe explosion is considered a projectile A fast poke for its range and an important combo tool for converting from grounded normals. The explosion portion of the attack is considered a projectile. In blockstrings, this move has enough pushback to allow for6SGuardAllStartup15RecoveryAdvantage-8~+14to be plus. If the opponent tries to Indomitable Spirit this move it is reccomended to jump cancel it on block to avoid being put in a position where you can't end your blockstring safely. In combos, this move launches for214MGuardAllStartup18RecoveryAdvantage-23extensions mid-screen or in the corner." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Black Crescent", "text": "2S A tall attack mostly used for anti airing or for launching grounded opponents. Cancel into6SGuardAllStartup15RecoveryAdvantage-8~+14for a combo or to stay safe on block. Can be used to contest jumps at roundstart." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "G-Bomb", "text": "6Sorj.Sorj.8SIs a projectile property attackCan hit a knocked down opponent off the ground Troubleshooter throws a grenade which explodes after making contact with the opponent or the floor. Grenade disappears when Troubleshooter gets hit. Cancel Options (Ground version only):4S While6Sis very minus up close, it can be spaced to be plus like many projectiles, however this leaves a gap that can be interrupted by an invinciblereversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. If the grenade toss is conversion cancelled, it can be detonated early by hitting it with2A,5B,6S,j.S,236MGuardAllStartup26RecoveryAdvantage-17, or214MGuardAllStartup18RecoveryAdvantage-23. Can be used to detonate the grenade net placed by214MGuardAllStartup18RecoveryAdvantage-23early. The air version can be used forOkizemeFrom 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." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Swashbuckler's Refreshment", "text": "4S Troubleshooter takes a drink, losing approximately 100 health as white health in order to gain a temporary 30% damage boost and 20 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Igniting Slash", "text": "5MOnly the first hit forces a hard knockdown This move can delete some projectiles. The first slash in Troubleshooter'sRekkaA 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 withIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.MGuardHighStartup28RecoveryAdvantage+3. Can be used as a pressure ender to punish opponents who are expecting a 3rd Slash followup. Troubleshooter can convert into a combo on hit via dash cancel. 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, parried, or DPed through for a punish. Should the opponent block it, Troubleshooter can dash cancel it to reset pressure. +19 on block with dash cancel 5M~M~M Dash cancellable +19f on dash cancel on block" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Perfect Batting", "text": "2Mor623MTemporarily fully invincible Troubleshooter's invincibleReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.. It has a large horizontal range that hits opponents as far as round start distance. When in Gold Cube Awakening, it becomes safe when followed up by Get On Fire, but only when TS has white life to access conversion to cancel the startup. 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 to2SGuardAllStartup18Recovery23Advantage-5. The first hit reaches behind troubleshooter, though it's punishable on hit when hitting an opponent since the followup will whiff. The first hit is considered a projectile reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Get On Fire", "text": "6Mor236MIs a projectile property attackFollowup hit forces hard knockdown Troubleshooter fires two shots at the opponent. Hits just under full screen, allowing him to contest at ranges he normally can't. Follow-up blast that hits full screen and grants a hard knockdown. An easy hitconfirm from236M. Can be done after any MP skill in Gold Cube Awakening." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Oppression", "text": "4Mor214MGunshots force a hard knockdownMine net explosion hits knocked down opponents off the ground 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 with2A,6S,j.S, or214Mitself. Troubleshooter can conversion cancel while the net is coming out to recover airborne and still throw the net, enabling enhancedj.Mjuggles. Grenade net disappears when Troubleshooter gets hit. Recovers faster in Gold Cube Awakening. The shot gun hit can delete some projectiles." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Disastrous Quake", "text": "j.MOverhead attack. Must be guarded standingCan hit a knocked down opponent off the ground A descending sword slam that explodes, launching the opponent high into the air on hit, while being plus on block. A combo tool as the second hit bothOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"s and launches. WhenIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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 few times both in the corner and midscreen. Though if you try to do this they will tech out of the combo pretty quick. This move can delete some projectiles." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter", "title": "Troubleshooter", "section": "Incredible", "text": "ASCan hit a knocked down opponent off the ground Like most awakening skills, usually used at the end of a combo to close out a round. Sacrifices horizontal range for massive vertical range." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Frame_Data", "title": "Troubleshooter", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Strategy", "title": "Troubleshooter", "section": "Neutral", "text": "His best pokes are 5a, 5b, 2b, and 5s. 5a is his fastest noncommittal poke. 5b and 2b are better for damage but are a lot slower. If the opponent respects you you can throw 6s in nuetral and gatling into 4s for the conversion and damage buff. 6m is best used if you predict a back dash. Don't abuse 6m outside of awakening you will burn through your mp to fast for little reward. 6m is also very slow and can be rolled so having conversion when using it is a good idea." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Strategy", "title": "Troubleshooter", "section": "Blockstrings", "text": "For the most part you want to end your blockstring with 6s 4s unless the character has the ability to easily contest it like Ghost Blade or have projectile invuln moves like Striker. 6s can be rolled so be ready for the opponet to try to contest your pressure with it. You can punish them if they try to roll 6s just try to keep an eye out for it. You can end the block string with the 5m rekka but it can be risky because you are giving the opponent conversion. There is also a gap inbetween the second and third hit of rekka that can be rolled or dp so using it outside of conversion is very risky." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Strategy", "title": "Troubleshooter", "section": "Mixups", "text": "Trouble Shooter doesn't have that strong mix up outside of conversion. ja doesnt come out fast enough and whiffs on a lot of crouching characters. While jm is a good move it is not the best used for mix it is better used to air stall to try to punish certain characters moves. 2s is a jump cancelable spot so you can try to go in with jb or try to take advantage of jm plus frames. Do be careful though since some characters can late dp to punish you for doing this. You can establish you are will to jump in at them with jb and after you do you can try to empty jump into 2a." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Strategy", "title": "Troubleshooter", "section": "Anti Air", "text": "2s is TS best anti air that leads to great damage but you need to do it on prediction it isn't fast enough on reaction. Late dp can also anti air but you have to be careful because TS's dp has a blind spot and if you do it to late they can land before you hit them." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Strategy", "title": "Troubleshooter", "section": "Combo Conversions", "text": "If you cv the second hit of 6m you can run up and continue the combo 2b. Near the corner you can cv the 6m follow up to full combo with run up jm." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.70", "title": "Version", "section": "Intro", "text": "v1.70Date Released:March 14, 2024 LinksOfficial Site Monk is an evasive close-range \"Boxer\" style fighter that weaves in and out of the opponent's ranges, delivering highly damaging combos once he connects." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.70", "title": "Version", "section": "Bug Fixes", "text": "Fixed the bug in which the second attack of Battle Mage's「Twinkle Smash」could not be triggered when both Twinkle Smash and the opponent's attack were hit simultaneously. Fixed the bug in which recovery time differed among characters when removing the 'Doll Hit' status triggered by Enchantress's MP skill. Fixed the bug in which Preview Demo fails in「Striker Combo: 06」from Basic Combos. Minor text corrections were made." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.70", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Resources", "title": "Launcher", "section": "Intro", "text": "This page is Launcher's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Resources", "title": "Launcher", "section": "Documents", "text": "Launcher Beginner Guide" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Resources", "title": "Launcher", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Resources", "title": "Launcher", "section": "Players To Watch", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Overview", "text": "Swift Master is a technical and aggressive character who is adept at fighting from nearly anywhere on the screen. Thanks to his fast movement speed, large disjointed hitboxes, and the ability to use any MP moves while airborne, Swift Master will generally command the pace of the match in many matchups. When playing from a distance he can fish for highly damaging hits withStorm StrikeGuardAllStartup25Recovery33Advantage-5, a nearly fullscreen safe on block combo starter that beats projectiles. When needing to approach zoners, he can use214MGuardAllStartup19 (4M)19 + 5 Landing (j.4M)Recovery10Advantage+10to protect himself from projectiles for up to 4 hits, even beating otherwise dominant options such as Crusader's236MGuardMidStartup22RecoveryTotal 45Advantage+12all while making his own dodge plus on block. In blockstrings, Swift Master has access to a variety of options that can throw off his opponent. UsingWind OrbGuard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-allows him to access an 8 way airdash attack in Sonic Move, which can be used to mix opponents with throw, bait reversals, or cancel Wind Orb into Storm Quaker for tight blockstrings that beat reversals and rolls. He can prevent opponents with shorter reach from counterattacking via his6SGuardAllStartup14Recovery52Advantage-14projectiles, or reset pressure by pulling opponents in with4SGuard-Startup10Recovery0Advantage-. In addition to its blockstring strengths, usingWind OrbGuard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-forokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.gives Swift Master a large amount of options including somewhat gimmicky high/lows as a knowledge check or to visually trick the opponent into making a mistake. Swift MasterSwift is classified as aGimmickyA type that bends the rules of battle.type. He has fast movement and high mobility. He can use allMPmoves while airborne. His moves support his movements while encumbering that of his foe's. Mobility: Swift Master is among the fastest characters in the game outside of Awakening, and the absolute fastest within it. He also is able to use everyMPSkill while airborne. Incredible Neutral: All of Swift Master's attacks are highly disjointed, active, and are amazing as whiff punishes. He is also adept at fighting projectiles with214M, cancelling them out and leaving him plus on block when running or dodging into an opponent. The Corner Is Mine: Swift Master's midscreen combo routes lead to a great deal of corner carry, and he also has the freedom to always pick which side he ends his combos on. He Needs It:214M's active tornadoes allow Swift Master to break many rules of the game, such as having attacks out while Dodging and blocking so he is unpunishable on whiff or even free to start his own offense should they connect. Fragile: Swift Master is in the lowest health and guard gauge brackets in the game, making him more susceptible to high damage combos and guard break pressure. Damage Output: Swift Master's only starters that lead to high damage combos are5MGuardAllStartup31Recovery29Advantage+4and Storm Strike. While practical, the most common starters are5A,5B, or5Santi airs. This usually means that Swift Master requires more touches to kill than other characters. Flawed Pressure: Many of Swift Master's offensive tools (such as4S,6S, and5M), can be huge risks if called out or reacted to, and the reward for success is low. Since2Aisn't low and2Bis a bit slow, it limits his mixup options without access to Conversion. Swift Master also has trouble dealing significant Guard Bar damage, generally making returning to neutral the best offensive decision." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "5A", "text": "Swift Master slashes the air in front of him. One of the farthest reaching5As in the game." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "5AA", "text": "Swift Master lunges forward and attacks with more air blades. Advances forward slightly, making sure5AAalways hit confirms from a max range5A." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "5B", "text": "Swift Master rapidly dashes forward delivering a wind-enhanced punch. A great advancing move due to the speed at which it covers distance, making this Swift Master's primary whiff punish normal. Keeps opponents airborne." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "2A", "text": "Swift Master crouches and attacks the area in front of him with wind blades. Has slightly less range than5Abut is one frame faster. Cannot be canceled into from any other normal. Contrary to many other characters, Swift Master's2Aisnot a low." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "2B", "text": "Swift Master's Sweep. A low attack that knocks opponents down on hit. Used as a poke due to its range and great speed, and to juggle airborne opponents during combos. Useful to do Conversion Cancel orWind OrbGuard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-after hit confirmingBinto5S." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "j.A", "text": "Swift Master attacks slightly above him in the air. His go-to air to air option." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "j.B", "text": "Swift Master attacks the space forward and beneath him, makingj.Ban excellent jump-in option that is used in many of his okizeme situations. Good cross-up potential" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Throw", "text": "A+B Slices and dices you. Best used during corner pressure to gain some sort of advantage afterwards." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Wind Blaster", "text": "5S(Air OK) A large blast of air in front of Swift Master. A core component to Swift Master combos. Launches the opponent and is jump cancellable on hit. Good horizontal and vertical reach makes this a good tool to stop opponents from approaching." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Wind Upper", "text": "2S(Air OK) An uppercut that launches opponents on hit and leaves Swift Master airborne during the recovery, allowing him to cancel into air actions. This is useful when aWind OrbGuard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-is near the opponent as he can land withSonic MoveGuardAllStartup8Recovery3 + 5 LandingAdvantage+6~9and loop Wind Upper several times for good meterless damage. High vertical reach and decent horizontal coverage as well. Placeholder" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Sweeping Wind", "text": "6SIs a projectile property attack Sends out 2 tornadoes that reach around half screen distance. Good tool for controlling space in neutral as well as pressuring in blockstrings. Is jump cancellable on hit or block of the first tornado only. Keeps opponents airborne, allowing meterless combo extensions if close enough. Blocks projectiles that are less active than the tornadoes." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Headwind", "text": "4S Swift Master summons a vortex to pull the opponent towards him. The closer they are, the faster and closer they will come towards him. This move is a double-edged sword, since while it pulls the opponent in close to reset pressure, it has no hitstun. This means that when this move is used against a savvy opponent that is already doing a move, they will either hit Swift Master or take their turn back with a blockstring. Pulls in from full screen, but the opponent's position depends on how far they were on activation. Pulls the opponent in closer and faster if they are airborne. Can cancel into a normal immediately after the move is finished, allowing Swift Master to reset pressure against an unprepared opponent." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Storm Strike", "text": "]S[(Air OK)Inflicts hard knockdown on hit A stronger version of Wind Blaster that has enhanced properties. Performed by holding down theSbutton and releasing it after100 framesAbout 1.66 seconds. This allows fornegative edgeUsing button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions.combos that can both extend and end combos. Gives a hard knockdown on hit. Blocks projectiles that are less active than it. Despite appearances, it is not a projectile andcanbe parried. Its wallbounce properties and extremely high reach make it one of Swift Master's most potent combo starters, allowing him to convert from long range whiff punishes whenever he has a Storm Strike at the ready." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Relentless Biting Wind", "text": "5M(Air OK)Is a projectile property attackCan hit a knocked down opponent off the ground Launches the opponent into the air on hit. While active, the wind negates projectiles. CanOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\". Large vertical hitbox. Stays active in place until it makes contact with an opponent, or disappears after a moment." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Eye of the Storm", "text": "2M(Air OK)or623M(Air OK)Temporarily fully invincible Swift Master's invincible reversal. Pulls in a nearby opponent before striking. Especially Useful against airborne opponents due to its suction effect making it much harder to bait. reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Wind Orb", "text": "6M(Air OK)or236M(Air OK) Sets a wind orb in front and above Swift Master. A core component of Swift Master's okizeme and combo routes. The orb will gradually draw opponents in even during hitstun, allowing for extended and highly mana efficient airborne juggles. The orb stays out for ~5 seconds (~300 frames?) before disappearing." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Storm Quaker", "text": "6Mduring Wind Orb (Air OK)or236Mduring Wind Orb (Air OK)Is a projectile property attack Transforms the Wind Orb into a small tornado that is highly active (~3s/180f?). A good tool for keeping opponents juggled in the air during combos or to keep opponents in blockstun. Once they are drawn in, this locks opponent in place, allowing Swift Master to freely pressure the opponent before the final hit of the tornado. Sends the opponent upwards in the opposite direction Swift Master is currently at after its final hit." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Wind Twist", "text": "4M(Air OK)or214M(Air OK)Is a projectile property attack Creates four small hurricane-like projectiles that spin around Swift Master for a duration, while he's free to move and attack freely after the animation ends. When the wind comes in contact with an opponent, it will hit them consecutively, with each projectile dealing 1 hit and disappearing. The projectiles can absorb and will beat most projectiles that come in touch with them, serving as a barrier protecting Swift Master. Since Swift Master is free to act while the tornadoes are active, it allows him to be plus on block afterdodging into opponents. On hit, he can even start combos if they connected late enough into his dodge. The same is also true for simply running directly into the opponent. Should his dodge not make Wind Twist connect with the opponent, he can still remain nearly unpunishable if the opponent doesn't have a disjointed attack to circumvent being hit by them. Some projectiles done at a vertical or specific diagonal angle may be able to circumvent the wind barriers. Examples beingRanger'sj.MGuardMidStartupRecoveryAdvantageandDragon Knight'sj.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4 Can blockCrusader's wall if he uses it raw." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Vortex Hurricane", "text": "4Mduring Wind Twist (Air OK)or214Mduring Wind Twist (Air OK)Is a projectile property attackCan hit a knocked down opponent off the ground This move can be performed as long as at least oneWind TwistGuardAllStartup19 (4M)19 + 5 Landing (j.4M)Recovery10Advantage+10projectile is still active. Swift Master will detonate his remaining Wind Twists, turning them into giant, highly active and multi-hitting tornados. Launches the opponent high into the air and hard knockdowns. A great combo ender/filler, even if very MP costly in total. Swift Master himself is locked into the animation for a long time, making this move easily whiff punishable. Can hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", usually afterStorm StrikeGuardAllStartup25Recovery33Advantage-5in the corner which allows for increased damage. The final hit sends the opponent upwards, allowing for further combo extensions." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Sonic Move", "text": "j.XG near Wind Orb Performed with theGuard Buttonplus a direction An air dash in the X direction when airborne nearWind OrbGuard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-. The air dash itself is a hit, and is often used to fast fall with a j.2G input duringWind BlasterGuardMidStartup16Recovery31Advantage-16orWind UpperGuardMidStartup15Recovery20 + 5 LandingAdvantage-5loop combos while the Wind Orb holds the opponent in place. It can also be used in blockstrings, giving Swift Master air dash mix-ups unique to him andDragon Knight. When close enough, the air dash can cross-up." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master", "title": "Swift Master", "section": "Stormy Eliminator", "text": "AS Wide hitbox that is easy to combo into due to Swift Master's many ways of keeping opponents juggled. Has good horizontal range but small vertical reach." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Overview", "text": "Berserker is a beginner-friendly, well-rounded character that uses his health to deal high damage. Berserker has strong normals that allow him to poke with the best of them. His5Aand5Bare both excellent pokes that have great range for their speed while remaining safe on block.2Bacts as a strong complement as it lowers his hurtbox significantly and can go under a lot of other character’s pokes. He also has6S, a projectile wall that can be launched with6SS. Though it is weak to rolls and low profiles, it works wonders in keeping Berserker safe from projectile zoning. His jump normals are notable for being excellent jump-ins, as the majority can cross up.j.Mis a standout button as it summons projectiles upon landing that persist if Berserker is hit. As if that wasn’t good enough,Frenzytakes all these strengths and amplifies them. His already strong neutral becomes even stronger as his movement speed and jump arc increases. His normals get better for pressure as all of his sword normals gain a second slice, improving normal and guard bar damage. His combos improve as Frenzy strengthens his MP Skills. This comes at a price, as Frenzy slowly turns Berserker’s health into white health. Mis-managing Frenzy means Berserker can take heavy damage from a stray MP Skill from the opponent, but the risk is worth the reward. Frenzy also gives Berserker access to Conversion at will, further strengthening his pressure. As the icing on the cake,5Min Frenzy becomesBlood TwisterGuardMidStartup17RecoveryAdvantage+3, an incredible all-purpose move. Berserkeris classified as aStandardHas a good balance between offense and defense.type. He is a well rounded character with many easy-to-use moves, highly aggressive aerial to ground techniques, and can sacrifice HP for enhanced attacks. Relentless Pressure:Berserker's main trait is that he can always cancel his moves into eitherFrenzyor Conversion. This allows him to perform extended block pressure, deal massive guard gauge damage, and convert stray hits into highly damaging combo sequences, all while being safe from Guard Cancels. Excellent Normals:Berserker's normals are rather fast for their reach, allowing him to simultaneously beat out longer ranged characters while spaced correctly and keep out shorter ranged characters from approaching him or counterattacking. Anti-air Control:Berserker's623MGuardMidStartup16RecoveryAdvantage-40and2SGuardMidStartup16Recovery37Advantage-17are great at hitting airborne opponents. InFrenzy,Blood TwisterGuardMidStartup17RecoveryAdvantage+3can completely disuade opponents from jumping at all due to it's enormous hitbox and5BGuardMidStartup12RecoveryAdvantage-8gains a second hit which acts as another anti air. Frenzy:Frenzymakes Berserker even more oppressive by strengthening his normals and increasing his run speed dramatically. He also gains access toBlood TwisterGuardMidStartup17RecoveryAdvantage+3, which can skip neutral on hit and block. On top of that, usingFrenzyforces Berserker into recieving white life, which lets him abuse conversion. Life Steal:His214MGuardThrow (170)Startup11Recovery23Advantageand his Gold Cube Awakening passive allows Berserker to alleviate one of his biggest weaknesses. Volatile:While Frenzy greatly empowers Berserker, the health cost means he can have a lower effective health pool than average if his life steal properties are not succesful. On defense his reversal has lacking horizontal range and poor reward on hit due to it's long recovery, which can make reversing a situation somewhat difficult. Sluggish:Without Frenzy, Berserker is a slower character who can struggle to approach zoning oriented characters such asRangerorLauncher." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Unique Mechanics", "text": "Berserker's5MGuardMidStartup17RecoveryAdvantage+3triggers Frenzy state, a uniqueinstallA move, usually a super, which changes the properties of the character themself, usually for the better.. In this state, Berserker gains the following buffs: all attacks (exceptBlood SwordGuardMidStartup14RecoveryAdvantage+9) deals +10% damage Berserker'sBnormals,5Aand5AAandMP Skillsare enhanced. He also gains access toBlood TwisterGuardMidStartup17RecoveryAdvantage+3 Movement speed is greatly increased Jump height is increased In exchange for that, Berserker will continuously receive 20 White Damage per second. If he has only 1 Red Health remaining, he will instead lose White Health. Berserker's attacks does ~5% more damage. This can be stacked withFrenzy's damage boost Berserker does more chip damage 20% of damage Berserker inflicts is recovered as HP.The healing is based on Berserker's damage dealt before combo scaling is applied. This makes the healing much greater than it may initially seem. The healing is based on Berserker's damage dealt before combo scaling is applied. This makes the healing much greater than it may initially seem. Berserker's Movement speed and MP recovery speed are increased Berserker does more chip damage" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "5A", "text": "One of Berserker’s fastest buttons and very safe to throw out. This move becomes a decent combo starter at close range, and is a respectable poke. At farther ranges, opt for5Binstead of5AAas the latter will fall out." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "5AA", "text": "Similar range to5Ameans this can drop out at max range. Great hit confirm tool and blockstring/combo filler. Whiff cancelling into this makes attempting to whiff punish5Avery difficult." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "5A(Frenzy)", "text": "With Frenzy, this becomes larger vertically (but with shorter horizontal reach), safer, andmuchmore damaging. The additional hit gives more time for MP to regenerate, conserving MP on offense. At max range the second hit can whiff on both hit and block. However, this can be avoided by cancelling the first hit into another normal like5B. Can cancel any time after the first hit is blocked or hit." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "5AA(Frenzy)", "text": "Another gigantic, two-hit normal. Shares normal5AA’s whiff cancel properties, but cancelling into it too fast will lose the damage increase from5A‘s second hit. Great normal for blockstrings and also useful for catching rolls. Can cancel any time after the first hit is blocked or hit." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "5B", "text": "Berserker’s5Bis a fantastic neutral tool. It hits from round start distance and is very safe. Its only real downside is that it typically out-reaches its cancel options at max range, making it difficult to convert from (especially when compared to other, top tier characters)." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "5B(Frenzy)", "text": "Adds an additional hit to5Bthat can also act as an anti air. Excellent as a combo and pressure tool as it consistently combos into2B.5B‘s second hit is notable as it behaves like most sweeps do in that it is mostly unaffected by hitstun decay. Whiffing the first hit to use the second is common in Berserker combos as it still combos into2Bfor more damage than doing5S>4S. This move is one of the major reasons why Frenzy neutral is so scary. Combined with the massive movement speed increase, Berserker is also equipped with a button which can easily both poke and anti air opponents at a relatively low risk; and unlike the non-frenzy version of this move, it can consistently lead to full combos even at maximum range. Can cancel any time after the first hit is blocked or hit. Second hit is a hard knockdown. The second hit will move Berserker forward, useful for confirming or certain pressure sequences." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "2A", "text": "Berserker’s fastest low and fastest normal overall. Excellent close range button, but has more limited cancel options than5A. Immediate cancels into5Bis fast enough to combo and is also safe on block, while still retaining the threat of2Bafter. Due to it's speed, its often used to pickup combos from starters with low hitstun, such as from Instant Overheadj.A. Does not cancel into itself." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "2B", "text": "Another move that hits roundstart, having pretty good range.2Bhas its own niche as a counter poke against higher-hitting moves as Berserker’s hurtbox is much lower than5B, although its long recovery frames makes it vulnerable to whiff punishing.2B(at least in normal mode) is also slightly more useful in combos as it suffers far less from hitstun decay in longer combos. This move lowers Berserker's hurtbox significantly, allowing him to low profile many attacks such asSwift Master's5BGuardMidStartup9Recovery29Advantage-17. Knocks down on hit. Applies hard knockdown on counterhit. Frame advantage whenFrenzy cancelled:-5" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "2B(Frenzy)", "text": "Adds an additional hit to2B. Another excellent combo and pressure tool with the small bonus of making2Bsafer on block. The first hit can whiff when spaced out, which will leave a small gap on block. Unlike the first hit, the second hit is not a gapless string into5S, but it's always possible to cancel the second hit so long as the first lands. Thanks to the long gap between hits, Berserker can sneak in a214Mif he times it properly at close range. This is notable for not requiring a Conversion to set up, allowing Berserker to easily heal back his white health. Can cancel any time after the first hit is blocked or hit. First hit knocks down, second hit does not. Second hit has forward momentum, useful for combos and pressure." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "j.A", "text": "Berserker reaches out his foot to attack.IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.Conversion allows this to be used as an instant overhead and is particularly hard to see coming when covered by Gore Cross. Aside from this, j.ABScan be looped on standing opponents for style points. Can cross up. Berserker does not recover until landing" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "j.B", "text": "Another crossup button, functionally a bigger and slowerj.A. Mostly overshadowed by its Frenzy cousin, but is a respectable button nonetheless. Can cross up. Berserker does not recover until landing" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "j.B(Frenzy)", "text": "Gigantic air normal that is difficult to contest. While not having as much horizontal range asj.S, it boasts a significant hitbox both in front and behind Berserker, making it a stronger option in close range situations. Unlike the rest of his Frenzy normals, this one only hits once." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Throw", "text": "A+B Berserker stabs his opponent and then flings them half a screen's length away. This throw provides next to no okizeme midscreen and very limited plus frames in the corner. Use214Minstead when possible as even though it costs MP it gives a much better knockdown. +2 on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Guard Cancel", "text": "B+S Berserker's Guard Cancel sharing its animation with2Sgives it generous vertical range at the cost of some horizontal reach. Berserker may not want to have very much space between him and his opponent, but going back to neutral is infinitely better than getting Guard Crushed into a combo. Counterhit punishable recovery." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Ghost Slash", "text": "5SForces a hard knockdown against airborne opponents An overall very versatile button, being used as a counterpoke, pressure extender, combo filler and anti-air. It's able to hit at round start, but Berserker has other buttons which hits round start, namely5Band2B. Is very rewarding on Counter Hit (this can lead to aTouch of DeathA single combo that will defeat the opponent even from full health.against everyone butCrusader, depending on the situation) while remaining mostly safe on block, despite the terrible frame advantage.5Sshines later in combos as it is mostly unaffected by hitstun decay when it hits airborne opponents. Frame advantage whenFrenzy cancelled:-2 On connect, can be cancelled to available cancel options at any time during recovery Allows for OTG afterward" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Upward Slash", "text": "2S Very tall anti-air that kisses the lifebars. Makes a good alternative to5Sfor extending combos instead of ending them and leads to big damage if confirmed into early on. Jump cancellable on hit, but not on block. Launches grounded opponents. Frame advantage whenFrenzy cancelled:-1 Launches on ground hit" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Gore Cross", "text": "6SIs a projectile property attack Set this up anytime Berserker gets a hard knockdown. Usually his hard knockdowns are advantageous enough that the projectile will CH mashing and snuff out DPs, ensuring it’s Berserker’s turn. Gore Cross also functions as a defensive projectile wall in neutral thanks to its two hits. Ending a combo with4S's hard knockdown allows for an easy set up of5Minto6S, which starts Berserker's suffocating pressure. Berserker can always combo into this using5S's air hit properties. Strangely enough, despite being considered a projectile, some moves such asCrusader's6SGuardMidStartup20RecoveryAdvantage-6orDragon Knight'sj.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4will pass over and not interact with Gore Cross while it is stationary." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Gore Cross: Expulsion", "text": "Safter Gore CrossIs a projectile property attack Gore Cross, part 2. Turns the stationary, two hit projectile into a decently quick single-hit one. This may seem spammable on the surface, but it’s long total duration makes it particularly vulnerable to rolls. It also tends to lose in fireball wars against projectiles with shorter recovery. Technically adds a third projectile hit to Gore Cross, which can cancel out an extra projectile at the last minute. It's important to be aware of Gore Cross' flaws as a projectile before attempting to use it as a typical fireball. During the startup frames, Berserker extends his hurtbox significantly which can often lead to the move being easily stuffed. Projectiles with a large number of multi-hits can also break through the Gore Cross and hit Berserker during it's long recovery, such asKunoichi's6SGuardAllStartup15Recovery36Advantage-16andRanger's5MGuardMidStartup15RecoveryAdvantage-10. Curiously, certain explosive projectiles such asRanger'sj.SGuardMidStartup183RecoveryAdvantageandLauncher's5SGuardAllStartup22Recovery34Advantage-4~+29will also explode on6SS' extended hurtbox, punishing Berserker in some cases. Despite all this,6SSstill finds some use in discouraging safe zoning with single hit projectiles, especially effective against moves likeRanger's5AGuardMidStartup12RecoveryAdvantage-10~-3. A handy trick is to Conversion the recovery of6SSand run behind it, using it to cover an approach, though this takes Berserker out of Frenzy and costs some health. Not quite as versatile as your typical shoto fireball, but useful in certain situations and matchups. Can combo into2Ain the corner" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Mountainous Wheel", "text": "4SCan hit a knocked down opponent off the groundInflicts hard knockdown on hit Berserker does a short hop jumping into the air and slams his sword on the ground. Cannot be cancelled into on block without a gap. This is a common combo ender but it can extend combos if opponents are higher up and MP/Conversion is available. Having some juggle height beforehand allows236Mto combo, and having Conversion allows Berserker to useIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.Mregardless of height. Always leads to a Hard Knockdown on hit, which leads this to be Berserker's best combo ender, allowing for a safe and easy5Minto6Ssetup. Can avoid low attacks and grabs due to being airborne. Can be Conversion Canceled during startup to leave Berserker airborne, allowing an instant overhead withj.A. If this is performed offfr.5Bon block, the instant overhead will be gapless. Frame advantage whenFrenzy cancelled:-3" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Blood Smash", "text": "j.SOverhead attack. Must be guarded standing Another very big air button for Berserker. Can hit very high up in a jump but cannot be used as a crossup likej.Aorj.B. In frenzy, an instant dashjumpj.Scan hit fullscreen distance. Berserker does not recover until reaching the ground" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Ashe Fork", "text": "j.2SCan hit a knocked down opponent off the ground A divekick that temporarily halts air momentum before quickly traveling to the ground at a 45 degree angle. Provides Berserker a way to change his jump arc and mess with anti-air timings against characters with poor anti-airs, but will usually die to characters with designated AA buttons. Its OTG properties also makes it a key combo filler, allowing Berserker to convert far hits (namely5B) or air-to-airs into full combos. Very unsafe on whiff or if not cancelled into another move. Second hit ground bounces and knocks opponents away. Frame advantage whenFrenzy cancelled:-3" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Frenzy", "text": "5MBuff granted byFrenzy. Greatly increases Berserker's movement speed, powers up his normals, and grants access toBlood Twister. Frenzy is aninstallA move, usually a super, which changes the properties of the character themself, usually for the better.-type buff that dramatically increases Berserker's performance at the cost of slowly draining health. While in Frenzy, his sword normals become more damaging, gaining a hit (except forj.B), and consequently dealing more guard gauge damage. Each of hisMmoves also gain additional properties. His run speed and jump arc also increases drastically, greatly improving his neutral. Berserker’s health slowly turning into white health is a blessing in disguise as it gives him constant access to Conversion. His new Frenzy5M, Blood Twister, vacuums opponents on hit and block (which he can then make plus with Conversion). This combined with his improved and double-hitting sword normals turns him into a guard crushing pressure monster. Passively drains Berserker's health in the form ofwhite healthwhile active. Automatically ends when Berserker is hit, uses another MP Skill, or usesConversion." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Blood Twister", "text": "5Mduring FrenzyIs a projectile property attack If Frenzy is Berserker’s character-defining move, then Blood Twister is a close second. Blood Twister is an incredible move that rounds out Berserker’s pressure and neutral. It’s massive hitbox reaches around 3/4ths of the screen and is quite tall, effectively stopping aggressive jumps altogether. It’s vacuum pulls opponents close on hit and block, making it a strong confirm option and pressure reset. Even though it has high pushback, Blood Twister is naturally plus on block (and can be made more so with Conversion) and leaves Berserker in5Arange for continued pressure. Blocking Blood Twister also shreds the guard gauge. The vortex itself is considered a projectile, which means that moves such asGrappler'sShoulder TackleGuardMidStartup24RecoveryAdvantage-8~+1will blow right through the initial vortex. As good as Blood Twister is, there are some downsides to it. Blood Twister is subpar as a combo tool up close, given the high MP cost and the presence of better, cheaper combo tools (in the form ofj.Mand236M) that also lead into the same routes. Sometimes useful very late into health-dump routes, due to its high minimum damage. It’s main use is to enhance Berserker’s neutral and pressure, and it does that very well. Vacuums opponents on the first 9 hits. First 9 hits cause a restand. Final hit causes a wallbounce." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Raging Fury", "text": "2Mor623MTemporarily fully invincibleCan hit a knocked down opponent off the ground Berserker's invincible reversal, and a very strong preemptive anti-air. However, it has lacking horizontal range despite hitting on both sides. If it hits, the resulting situation is typically a neutral reset which may be bad against some characters, especially since Berserker can't safely set up5Mafter. It can also be used to punish guard cancel on reaction when Conversion is not available. Due to it's OTG properties, it can sometimes be worth using as a combo ender to close out a round. However, it gives a subpar knockdown compared to Berserker's other combo enders, especially given its MP cost, meaning one should be careful about using it in this way. It hits multiple times, so it can beat out armored moves likeGrappler'sCharged Low FlingGuardThrowStartup32RecoveryAdvantageN/A. Does increased damage in Frenzy. reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Blood Sword", "text": "6Mor236MIs a projectile property attack Berserker performs a slash with his sword into an explosion of blood. Plus on block, but pushes Berserker too far out to effectively leverage the frame advantage. More often than not the first hit will whiff, leaving a large gap in blockstrings and also leaving Berserker wide open for a punish. Blood Sword shines in corner combos and when Conversion is available. On airborne opponents, Frenzy Blood Sword can lead toloopswith more MP and Conversion available. Even though it doesn’t OTG, the first hit can still connect if the opponent bounces high enough. Most of Berserker’s extended combos use Conversion to cancel the second hit of the Frenzy version to give enough time to re-enter Frenzy. Though somewhat expensive,236M>Conversion>5Mcan be an effective way to reset pressure and set up Frenzy without much risk, thanks to the delayed blood explosion persisting when conversion is performed. This leaves Berserker massively plus even after running in, allowing him to easily beat most attempts to contest it. First and second hit are jump cancellable on hit, but not on block.Similarly toLost Warrior, Berserker has a short window to cancel his prejump frames into any grounded MP skill, including another236M. This is mostly used to go intoFrenzy. Similarly toLost Warrior, Berserker has a short window to cancel his prejump frames into any grounded MP skill, including another236M. This is mostly used to go intoFrenzy. Causes a soft knockdown normally and a wall bounce in Frenzy. Normal version suffers notably from hitstun decay, Frenzy version does not. Blood explosion is a projectile and will persist if236Mis Conversion cancelled on the second hit only." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Blood Lust", "text": "4Mor214MThrow property attack. Cannot be guardedInflicts hard knockdown on hit A close range command grab which heals all of Berserker's current white health on hit. Has slightly more range than a regular grab, allowing for dashless tick throws in more circumstances. Synergizes very well with the rest of Berserker's kit, especially in Frenzy. Berserker has a relatively easy time conditioning his opponents to block with his normals, which allows him to cash out in this once they start to sit still. Along with healing his white health, Blood Lust also gives a workable knockdown, making a pretty good combo ender. It’s best in the corner as it also sets up a meaty6Sor5M. Unfortunately, due to it's lack of throw invincibility, opponents inputting throw to tech your regular throw will also beat this throw, despite it being untechable. Use with caution and be sure to observe your opponent's habits. When used underFrenzy, Berserker can convert a successful command grab in the corner into a full combo, with the help ofj.2SGuardMidStartup16Recovery35Advantage-andj.MGuardHigh, MidStartup27RecoveryAdvantage+4. Without Frenzy, Berserker can still combo off of Blood Lust with623Mand more importantly hisAwakening Skill. Cannot be Conversion cancelled at all. Can be kara cancelled (2B(1)~214M) for extended range in pressure strings." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Outrage Break", "text": "j.MThe descending slash cannot be guarded while crouchingThe explosions after the sword impact are considered projectile propertyCan hit a knocked down opponent off the ground Berserker slams his sword into the ground creating an explosion of blood where he lands, which hits on both sides of him. Combo extender and a pretty slow and impractical overhead. Usually needs conversion to be comboed into, which makes it perfect as a way to safely exit Frenzy. Used as an extension in corner combos as well as to convert pokes in neutral. It also provides high life gain in Gold Cube awakening, since Berserker's lifesteal is calculated before combo scaling resulting inj.M's multihits healing back a tonne of health. Also functions as an oppressive jump-in option due to it's huge hitbox, generous plus frames, and the massive number of active frames that persist even if Berserker is hit, making it difficult to contest First hit is an overhead, the blood explosions are mids. Frenzy version launches higher with more untech time, which allows it to be a fantasticlate combo piece. Blood explosions will persist even if Berserker is hit, so long as he reaches the ground." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker", "title": "Berserker", "section": "Blood Riven", "text": "ASCan hit a knocked down opponent off the ground Awakening Skill that turns Berserker into the Blood Majin. Only used as a combo ender when going for the kill, as not worth losing the passive lifesteal bonus otherwise. Comes with very short reach and only hits the area immediately surrounding Berserker. Berserker has the unique ability to trigger his own Awakening mid combo fairly easily withrefrenzy combo routes, due to the self damage from5Mand Conversion. This can be a useful method for closing out a round, burning health to improve combo damage with superior conversion routing and ending in Blood Riven for massive damage off any starter. Be careful with doing this though, as you'll want to be absolutely sure this kills since Blood Riven leads to poor oki. Hits opponents OTG, easily combos out of pretty much anything thanks to this. Relatively short range, but hits all around Berserker. Extremely easy to include in corner combos, especially with Berserker's great corner carry." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Overview", "text": "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 ferociousMix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.with his powerful5Sand214MCommand ThrowA throw that is performed by inputting a special command like 214C. Generally command throws have special properties in comparison to normal throws like increased damage or being untechable.s, his low-hitting5AAand2B, and his plus-on-block6S. In addition, both his strikes and his throws lead to high damage and suffocatingOkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.that allow him to repeat his mixup game until he knocks out his opponent. Finally, his manyHyper ArmorAn attack that can absorb multiple hits from the opponent (typically taking reduced or fully recoverable damage). Examples of this include Tager's 6[A] and Potemkin's Judge Gauntlet (63214D).attacks allow him to counter and punish Guard Cancel and variousinvulnerableA state where a character cannot be hit. A common component of reversal moves.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 and623Mlet him counter many large buttons and his powerful4SAnti-AirA grounded attack that hits the opponent out of the airlets 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,5Mhas 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 anInvulnerableA state where a character cannot be hit. A common component of reversal moves.Reversal. Instead, he has a623MCounterA move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.that loses to lows, throws, and projectiles. The counter is frame 1, meaning it will catchMeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.attacks and tightFrame TrapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s as well. In addition, hisAbareAn attack during the opponent's pressure, intended to interrupt it.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. Grappleris classified as aGrabsDifficult to create an advantageous situation, but can instantly turn the tide of a fight with a single correct prediction through strong grabs and more.type. He specializes in close-range grab moves, characterized by the ability to change move effects by charging them. Devastating Damage:Grappler's combo routes, even without usingMPmoves, deal incredibly high damage, potentially killing in as quickly as two combos. Blockstring Mixups:With access to variable charge timing on Specials andMPmoves, 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." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Unique Mechanics", "text": "Reduces White Damage received when guarding by 80%.Increased Defense by 5%.Able to cancel Charged MP Skills andSeismic CrashGuardMidStartup1 [?]Recovery40 [?]Advantageinto other MP Skills even on whiff. Reduces White Damage received when guarding by 80%.Increased Defense by 5%.Reduced Guard Gauge damage received when guarding.Increased Movement Speed" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "5A", "text": "Fast and hits crouching. Being -2 OB means that it's useful for tick throwing, primarily when used with4M. Drops juggles instantly, unless this is the combo starter." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "5AA", "text": "This low hit lets Grappler demand respect from his5A. Due to backdashes only being Throw Invulnerable and jumps having decent startup, doing delayed cancels into5AAis 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 into5Bfor combos or pressure. Usually whiffs if5Aair hits." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "5B", "text": "Thestarter. With low pushback on hit and great scaling,5Bis Grappler's key to massive damage and looping okizeme. At max range moves such as2[S]~Release,5M~6, and6Mwill 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." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "2A", "text": "Grappler's fastest button. Useful for tight frame-traps after Neck Snap or mashing out of pressure. Always confirms into5Band2B. Drops juggles instantly, unless this is the combo starter." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "2B", "text": "Generous hitbox and good damage. Very commonly used to set up4Sat 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 into5[M] Doesn't scale juggles as much as5B." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "j.A", "text": "Fast air-to-air that works best while rising. Causes fast air tech if not cancelled intoj.B. Fastest air attack." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "j.B", "text": "Decent jump-in with less vertical range thanj.Sbut also allows for a combo on hit. This is an important button for Grappler as it is used to performSafe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.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." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Throw", "text": "A+B" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Fling", "text": "5S(Hold OK)Throw property attack. Cannot be guardedForces hard knockdown when chargedGains 3 hits of super armor against all strikes except lows and awakening attacks when charged 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. 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 from2Ainstead of214M. This version has 3 hits ofsuper armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).(loses to low attacks and throws). Unlike214MGuardThrow (250)Startup7Recovery36Advantage, 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." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "High Kick", "text": "2S(Hold OK)Gains 3 hits of super armor against all strikes except lows and awakening attacks when charged Useful as an anti-air, letting Grappler dominate the ground game. Arguably his best combo extender. Unsafe on block if not canceled into anMP Skill, so confirming into it is important. Cancel Options:6S,4S,MP Skills, Jump Much more unsafe than charged version due to low pushback and less frame advantage on block. This version launches higher and has 3 hits ofsuper armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).(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." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Neck Snap", "text": "6S(Hold OK)Forces hard knockdown when charged 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 from5B, which will create pushback and stop Grappler's looping offense. Cancel Options:MP Skills This version is already plus enough and frametraps with2A. On hit, this move leads to a5Acombo. +8 on hit. 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 ?" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Air Steiner", "text": "4S(Hold OK)Inflicts hard knockdown on hit AnAnti-AirA grounded attack that hits the opponent out of the airhitgrab that works well as a combo ender. Despite its implied use, Air Steiner still connects against grounded opponents. Switches sides. Always combos intoQuaking TigerGuardMidStartup5+0RecoveryAdvantage. 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 forMeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.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. This version causes a ground bounce which gives enough time toOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", 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 fallingj.Borj.Mto contest abare attempts. Armor starts on frame ?" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Slam Kick", "text": "j.S(Hold OK)Overhead attack. Must be guarded standingInflicts hard knockdown on hit Grappler's best jump-in due to its hard knockdown and range. Also used as a combo extender from4S Cancel Options:j.M Primarily a combo filler button, enabling2S>j.B>j.Sloops as part of Grappler's high damage basic combos. Has use as a nichejump-inbutton, but is generally outclassed by the charged version. Ground bounces on hit, allowing you to combo afterwards depending on height. 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 asVanguard'sLunge StrikeGuardMidStartup13RecoveryAdvantage-40orDragon Knight'sDragon SmashGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49 If released before finished charging, uncharged Slam Kick will come out immediately. Always safe or plus on block." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Magnumsault", "text": "5MCan hit a knocked down opponent off the ground 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 toAir-to-AirA jumping attack that hits the opponent out of the airandAnti-AirA grounded attack that hits the opponent out of the airattacks. 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 into2A Combos directly intoAS. 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. 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." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Seismic Crash", "text": "2M(Hold OK)or623M(Hold OK)Inflicts hard knockdown on hitCounters moves that are not projectiles, throws, or lows Grappler's \"DP\", which is aCounterA move wherein your character pre-empts the opponent's attack, and attacks if hit by the opponent.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'sBeheadGuardMidStartup30RecoveryAdvantage-2. 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 MPSkills, 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-timedSafe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.by holding 9 and meatying withj.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." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Shoulder Tackle", "text": "6M(Hold OK)or236M(Hold OK)Temporarily invincible against projectile property attacksForces hard knockdown when chargedGains 3 hits of super armor against all strikes except lows and awakening attacks when charged 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. 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. This version has 3 hits ofsuper armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).(loses to low attacks and throws), ends with a hard knockdown, and wall-bounces on counter hit, allowing anOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"5[M]followup. Can cancel into other MP Skills (even on whiff) during Gold Cube Awakening." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Break Down", "text": "4M(Hold OK)or214M(Hold OK)Throw property attack. Cannot be guardedInflicts hard knockdown on hitTemporarily invincible against throws 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 Very useful in tick throws with5Ato push threateningRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.combined with delay5AA. This version does more damage and is more plus on KD, allowing for stronger okizeme or a weak5MOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"followup to close rounds. Grappler can get an easySafe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.after landing this attack by whiffing a2Athen following up with a forward jump intoj.B. This avoids every non-parry reversal. Can cancel into5Mon hit" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Aerial Break Down", "text": "j.M(Hold OK)Throw property attack. Cannot be guardedInflicts hard knockdown on hit 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. This is used mainly as a combo ender and mixup tool in conjunction with other jump-ins such asj.S. Also grants a long enough knockdown to do the mixup all over again. Grappler's premier combo ender, usually followingj.S, which allows for a manually timed safejump with a short dash followed by neutral jumpj.B. 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 as5[M]OTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"followup to continue combos. In Awakening, this move can situationally give access toTouch of DeathA single combo that will defeat the opponent even from full health.combos. Grappler can get aSafe JumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.following this move by whiffing a2Aas soon as he recovers, doing a short dash, and then doing a neutral jump intoj.B." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler", "title": "Grappler", "section": "Sole Bearer: Quaking Tiger", "text": "ASThrow property attack. Cannot be guarded 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 after4S. 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. Holdingwill pull the opponent towards Grappler, unless they've been sent flying (i.e. Shoulder Tackle). Releasing will activate it." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Combos", "title": "Grappler", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Combos", "title": "Grappler", "section": "Basic Combo Theory", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple Slam Kick (j.S)GuardHighStartup14RecoveryUntil landing+5Advantageis a useful and highly applicable move that with good timing and spacing provides Grappler with high damage routes and knockdowns. Useful both as a jump-in and as a conversion tool, with proper usage j.S will allow Grappler to optimise his damage. Air Steiner (4S)GuardMidStartup9RecoveryAdvantage-35is an all around useful skill providing grappler with knockdown. When Charged it allows him to convert into MP Skills such asCharged Magnumsault (5[M])GuardMidStartup31Recovery24Advantage-4to continue the combo or even into another 4S for a meterless option. In a lot of combos, the main route is to landj.Slow enough for4[S]to connect. High Kick(2S)GuardMidStartup14RecoveryAdvantage-12is Grappler's main launcher for combos. Depending on starter and when it's used in a combo it allows for a variety of follow-ups, letting Grappler optimise his damage. The Charged version provides a higher launch and damage. Neck Snap(6S)GuardMidStartup20RecoveryAdvantage+4is a threatening tool during pressure and allows for combos. In niche situations, it can be used to optimise damage when used early in a combo such as after a2Slaunch. 5S>5[M],4[S],5[M]~6,4SThis combo works for both Charged and UnchargedFlingGuardThrowStartup12RecoveryAdvantageN/A, but the first Magnumsault must be5[M]~6 if Charged. Since a major part of Grappler'spressureTo attack the opponent continuously and leave little room for counter attacks.is Fling, it's important to have a combo like this in mind for when it hits. Importantly, this combo still works if you enter Exhaustion after the first Magnumsault, making it incredibly consistent." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Combos", "title": "Grappler", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character Starter >2S> jcj.[S]> land2S>4[S],5[M]~6, dl2B>4SAny additional hits in the starter will makej.[S]whiff. Works fine if the starter connects on an airborne opponent, but at very high heights,j.[S]will whiff. At those heights, doj.S>j.Mto keep from dropping. Very important as part of Grappler's highest damage routing; the ender can usually be delayed, but may sometimes require a dash instead if spacing is slightly off. CH5B>2[S]> jcj.[S]> land2[S]>4[S],5[M]~6, dl2B>4SWhile doing5B>2[S]in neutral hoping for a counterhit may sound unappealing,2[S]is -7 with considerable pushback, so it won't be too bad even if the opponent ends up blocking. Due to the forward movement, it's likely to connect even at max range;5B's hitstun on CH is long enough that it's certainly possible to hitconfirm if you're looking for it. Regardless, it is most reliable as a punish combo, and does heavy damage while still maintaining okizeme if5Bis all you have time to get out. Thej.[S]must be delayed slightly; if you do it right away, you won't have enough time to pick up from the ground bounce with2[S]. However, delay it too long and the combo will drop; it's not terribly difficult to get the hang of, but it does need practice. CH6[M],wbWall bounce; wait until they're falling5[M]~6 > Conversion, dl2[S]>4[S],5[M]~6, dash2B>4SCharged TackleGuardMidStartup24RecoveryAdvantage-8~+1is an important part of Grappler's approach and learning how to convert off of it when you armor through an attack gives threat to your approach. This combo is the most MP-efficient way to convert off of Charged Tackle while retaining as much damage as possible. More MP-intensive routes are in the Specialized Combos. j.[S],2S>4[S],5[M]~6, dash2S>4S> (AS)Final dash2[S]can be substituted for dl2Bfor slightly less damage. Final4Scan be substituted for4Mfor slightly more base damage if not ending withAS. j.[S],2S> jcj.[M],5[M], dl2S>4S> (AS)Final4Scan be substituted for4Mfor slightly more base damage if not ending withAS, at the cost of Exhaustion." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Combos", "title": "Grappler", "section": "When to MP Dump", "text": "When it'll close a round, off of any starter or in any situation. After a heavily unscaled starter, like2[S]or4[S]. To chase down a low HP opponent; otherwise, dashblocking and using6[M]sparingly is better. Grappler wants MP.For combos, mixups, and defensive plays, Grappler never wants to enter exhaustion or most of his kit doesn't have an endgoal. As such, it's better to keep combos efficient rather than damaging. Unless the route you're doing will let you exit Exhaustion by the end, it's not worth the risks associated with running out. Grappler thrives in the mixup, so don't be scared to let the opponent go with more HP to save your MP for next time,so long as you still have the advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Combos", "title": "Grappler", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute 5[M], dash5B>2S>4[S],5[M]~6, dash2B>4SCharged Magnumsault has niche use in calling out bad neutral options. When it does land, it leads to great damage and close okizeme. This route requires both hits of Charged Magnumsault to connect; if only one hit connects, then dash5B>2B>4Sis the go-to. 4[M],5M> Conversion5B>4SThe timing for5Mcan feel odd, but otherwise, it's a normal OTG combo. Without Conversion, it's always better to take the knockdown from4[M]and run okizeme rather than OTG. On very unscaled combos like this, it's best to end withQuaking TigerGuardMidStartup5+0RecoveryAdvantage. 6[S],2[S]> jcj.[S], land4[S],5[M]~6, dash2B>4SWhile getting the timing down can be incredibly hard,Neck SnapGuardMidStartup20RecoveryAdvantage+4is an attack where optimization is key. Going for a normal route works, but going for a normally impossible route is better. This combo can be further optimized by replacingj.[S]withj.[M], but the difficulty and MP cost makes it less than viable. Uncharged Neck Snap doesn't have any special routing, as it's far less plus and needs to be linked with5Aor2A, which neuters its combo potential." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Combos", "title": "Grappler", "section": "External Documents and References", "text": "tragic's Grappler Spreadsheet, which aided in writing this page" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Starter", "title": "Grappler", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Starter", "title": "Berserker", "section": "Intro", "text": "5BGuardMidStartup12RecoveryAdvantage-8for poking 2BGuardLowStartup16RecoveryAdvantage-5for low profiling 5SGuardMidStartup18Recovery33Advantage-13for high damage CH combos j.AGuardHighStartup8RecoveryUntil landing+2Advantage-for air-to-airs and mixups 2SGuardMidStartup16Recovery37Advantage-17and2M/623MGuardMidStartup16Recovery37Advantage-17to anti-air 6SGuardMidStartup15RecoveryAdvantage-5for okizeme FrenzyGuardMidStartup17RecoveryAdvantage+3to play the game Frenzy is a central part of Berserker's gameplay. For the cost of 20 HP per second (converted into White Health), hisswordGuardMidStartup8RecoveryAdvantage-2normalsGuardMidStartupRecoveryAdvantage-4becomeGuardMidStartup12RecoveryAdvantage-8muchGuardLowStartup16RecoveryAdvantage-5betterGuardHighStartupRecoveryAdvantage, on top of having enhanced properties on hisMS Skillsand a slight damage boost on all moves (except236MGuardMidStartup14RecoveryAdvantage+9). Overall, the trade is entirely in Berserker's favor, so don't hesitate to enter Frenzy if you find an opportunity (but don't throw away your life on a whim!) 5B- Main button fr.5A fr.5B- Ridiculously safe anti-air when coupled with Conversion fr.5M- Also known as \"the succ\" 2S- Extremely rewarding anti-air on hit UseFrenzy(when safe) to access higher movement speed and more threatening range withfr.5MGuardMidStartup17RecoveryAdvantage+3 UselongGuardMidStartup8RecoveryAdvantage-2normalsGuardMidStartup12RecoveryAdvantage-8when playing more passive and preemptive Close space fast with Frenzy's dash speed and usefr.5AGuardMidStartup8RecoveryAdvantage-2or5Bwhen close If you react fast to a jump in, use2Sfor the most reward. If a little late, use2Mor air-to-airj.A Use fr.5Mto whiff punish from far away if not in range for5B 5S- ToD starter 2S- Launcher j.2S- OTG pickup from almost any range 236M- Main Conversion point during combos Basic starting combos: 5AGuardMidStartup8RecoveryAdvantage-2>5B>2B>5S>4S 2AGuardLowStartup6Recovery15Advantage-2>5B>2B>2S> dl.4S>236M 5AGuardMidStartup8RecoveryAdvantage-2>5B>2B>5S>4S> Conversion >IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.MGuardHigh, MidStartup27RecoveryAdvantage+4,5S>4S>236M,5S>4S(requires White Life) Frenzy Corner Loop Combo: Neutral Neutral, combos, pressure Combos j.M- Combos 6S- DP-safe meaty j.A- The high 2A- The low fr.5A- The strike 214M- The throw After knocking down with4S, cancel intoFrenzyand slight delay (or microdash) and jump forward to safejump. You can fall down with fr.jBorj.AIf a fr.jBorj.Ais blocked, you can Conversion intoj.Afor a double overhead.You can also land and do an instant Conversionj.A, go for4M/214MGuardThrow (170)Startup11Recovery23Advantagecommand throw into combo (if in the corner), or just land and block or2A Another option is to use the non follow up6Sto leave an active hitbox, which will hit opponents2M's after invincibility frames.You can then also go for instant Conversionj.A,2A, or214Mto open them up if the6Sis blocked Some useful okizemeOption SelectA technique where one command (or series of commands) will perform a different action depending on the circumstances, thereby allowing one action to be able to handle two distinct situations.to know: 66A~G-Blocks the opponent's DP attempt or starts your pressure if they were blocking 66A~[G]~A-Covers the opponent's DP and roll attempts while also starting your pressure if they were blocking" }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Guard", "text": "Guarding, commonly known as Blocking, is the fundamental form of defense in fighting games. MostMP Skillsalso inflict a small percentage of their damage through guard. This is known as chip damage. When a player guards, they are put into a state known asblockstunduring which their ability to act is mostly taken away.Indomitable SpiritandGuard Cancelcan still be used during blockstun. Guarding an attack also pushes the defender back. This phenomenon is calledpushback. The amount of pushback varies by attack, though generally the higher theAttack Level, the more pushback. Some attacks even pull in the defender instead of pushing them back (known asvaccum)! When the defender guard a strike in the corner, pushback is applied to the attacker instead, making sure that the net pushback both characters experience is the same regardless of corner. This corner effect does not apply to projectiles, but does apply to strikes done by partner characters like Enchantress's doll Madd. During blockstun the defender will automatically block other attacks regardless of what direction the defender holds until blockstun ends! This effect is known asBlock Carryoverand lets the defender more easily prepare reversal inputs. Block carryover ends immediately when blockstun ends, even if it's only a one frame gap Block carryover works even when the opponent switches sides. Defenders must still block correctly - low attacks must be blocked low, and high attacks must be blocked highHold any downward direction to block low. All other directions will block high. Hold any downward direction to block low. All other directions will block high." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Grounded Guard", "text": "Hold 4 or 1 While GroundedorHoldGor2GWhile Grounded Basic ground guarding is the most common defensive option. Also known as blocking. There are 2 types of ground guard: standing guard and crouching guard. Standing guard will block high and mid attacks, crouching guard will block mid and low attacks. Remember, you cannot guard against throws." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Guard Gauge", "text": "The Guard Gauge depletes for defenders whenblockingattacks, and regenerates over time when not blocking. If completely emptied, the character isGuard Broken. Different characters havedifferent amounts of maximum Guard Gauge." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Guard Break", "text": "When Guard Broken, the character will be stunned for 60 frames and unable to take any action, including blocking." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Cross-up Protection", "text": "Blocking can be difficult since the opponent can do tricks to swap sides. However, there is slight leniency to give players time to switch blocking direction: the first 3 frames after the opponent swap sides (not necessarily in blockstun), they will still block attacks from the opposite direction even if they are holding forward direction (with respect to opponent)! All other rules for blocking still apply, such as needing to correctly block high/low." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Indomitable Spirit", "text": "Input4B+Swhile in Blockstun Indomitable Spirit is a defensive tool used to punish the opponent's predictable blockstrings. Replaces any remaining blockstun with 1F of normal blockstun then 24F unique throwable blockstun that cannotThrow Break Neutralizes any current pushback (including vacuum effects like Vanguard4S) Neutralizes the Guard Damage dealt by the next attack blocked during Indomitable Spirit Converts 2% of defender's health to White Health Since Indomintable Spirit sets blockstun to a fixed amount, using it against certain punishable attacks might make them safe on block for the opponent or even plus. Indomitable Spirit is best used against attacks that have a lot of recovery but rely on high blockstun to be safe, or attacks that are safe via pushback on block. Since the blockstun from Indomitable Spirit is throwable, the opponent can tick throw off of a throw canceled normal." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Walking", "text": "[4] or [6] while on the ground Walking is the most basic form of movement by holdingor. Characters will continue to walk so long as their player holds down the directional input. 1 and 3 are not valid walk inputs. Each character has a unique walk speed for both forwards and backwards. One of the main advantages to walking is that it provides fine grain control over one's positioning. By contrast, jumps lock the player into a fixed arc, and runs maintain momentum for a time after the player releases their input. Because walks can be canceled immediately, they allow the user to block freely after forwards movement, which running on its own does not allow. Another advantage is that walks are usually silent. Without an associated audio cue, walks can be hard to react to." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Running", "text": "6[6] while on the ground Running is conceptually similar to walking, but faster and with some negative trade-offs. Although running requires two consecutive6inputs, the player can shift their forwards input into a3input so long as they maintain a constant forwards input. The player character will continue to run so long as a valid run input is held (up to 82F). If the player releases the run input and does not cancel the run into another action, they will perform a run skid animation that can be canceled into all actions except walk, run, backdash, or neutral crouch.Runs will sometimes maintain momentum when canceled into another action, and other times can have their momentum negated. This varies on a case-by-base basis." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Backdash", "text": "44 while on the ground Backdash is a movement option that provide a quick burst of backwards movement. It is immediately airborne and make the character lose their lower hurtboxes on the 1st frame, making them naturally invulnerable to throws andsomelows." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Dodge", "text": "6Gor4Gwhile on the ground Dodge (aka Roll) moves a character forward/backwards while avoiding attacks, but is vulnerable to throws. They are strike invulnerable for a significant amount of time until their recovery, and projectile invulnerable up until its very last frame. Using dodges to move through big attacks with slow recoveries can guarantee punishes, or allow you to safely close in on your opponent at the cost of frame advantage. Dodges cannot be performed while guarding, so players should hold/before pressing." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Jumping", "text": "Any Upward Direction while on the ground Jumping is the most basic way to put one's player character into the air.Players can jump while on the ground, or while in the air. When a character jumps, they are locked into a fixed arc which is determined by the direction of the jump input combined with any momentum they have at the time of the jump. Most characters have the samejump physics, with only a few outliers. These determine the speed, height, and duration of their jumps. Before the character becomes airborne, there is a shortPrejumpAnimation with some limitations, explained in its respective section. After a player jumps, they take on the airborne property, which affects what moves they can use, as well as how they receive incoming hit effects. During the first airborne frame, characters can only guard and not attack. This is only a factor when calculating the fastest input forInstant Air Specials.Characters can jump two times before returning to the ground under normal circumstances." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Prejump", "text": "Jumps are not instantaneous - before going airborne, characters will enter a standing state called prejump for 4F. During prejump they can not guard, but are invincible to throws. It is actually possible to cancel prejump into grounded MP Skills. The reason for this is that players can be slightly sloppy with their inputs and still get specials (ex2369Minstead of236M). This gives characters with Skills that can only be jump canceled, such asInquisitorandLost Warrior, access to new cancels that would be otherwise impossible." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Landing Recovery", "text": "Landing from the air has recovery. This recovery comes in 2 kinds: Standard Landing Recovery and Special Landing Recovery. Another quirk about landing is that the frame before actually landing is considered grounded. Meaning during this frame, getting hit will result in ground hitstun and ground throws can hit. During the first 3 frames of landing the following actions are disabled: forward/backward walk, all jumps, and backdash All other actions are available immediately on 1F after landing - notably attacking, guarding, and run" }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Ground Recovery", "text": "Ground Recovery is automatic immediately on falling to the ground while in air hitstun. After Ground Recovery there is 2F of actionable full invulnerability. Attacking during this time will remove the invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Disabling Ground Recovery", "text": "Certain hit effects disable Ground Recovery by inflictingHard Knockdown. They are often used to extend combos or set up unique okizeme situations." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Air Recovery", "text": "Air Recovery happens automatically if air hitstun ends while airborne. After Air Recovery they are fully invulnerable until landing, but actionable. Attacking during this time will remove the invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Normal Attacks", "text": "Pressingorperforms an attack, ranging all the way from simple punches to huge weapon swings. Normals form the core of every character's offense and are oftencancelledintoSkillsandMP Skillsto create damaging combos." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Throws", "text": "Throws are proximity based attacks which the opponent cannotguardagainst. In order to throw an opponent, a few conditions must be met: The players must be in a similar grounded or airborne state.To throw a grounded opponent, the attacker must also be grounded.To throw an airborne opponent, the attacker must also be airborne. To throw a grounded opponent, the attacker must also be grounded. To throw an airborne opponent, the attacker must also be airborne. The defender must not have throw invulnerability. The defender must be within the throw's range (see below). If all of the conditions are met, then the attacker can hit the opponent with a throw." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Normal Throw", "text": "A+BWithin close proximity of the opponent on the ground Throws are strong tools against opponents who have been conditioned into blocking for too long. However, throwing while out of range triggers a vulnerable whiff animation. Holding back while throwing will throw the opponent behind you." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Special Move Throws", "text": "Some special moves have the throw property.Grappler'sBreak DownGuardThrow (250)Startup7Recovery36AdvantageandBerserker'sBlood LustGuardThrow (170)Startup11Recovery23Advantageare two examples of such throws. Special moves like this fall into two categories: These cannot bebrokenand can be comboed into. They typically have other unique properties, such as higher damage, more start-up, and additional hit effects.Enchantress'sKeep Away!GuardMidStartup0 (ENC), 25 (Madd)Recovery17 (ENC), 46 (Madd)Advantage+53andGrappler'sBreak DownGuardThrow (250)Startup7Recovery36Advantageare examples of Command Throws. Technically not throws but are often mistaken for them, these are blockable strikes that go into a throw animation on hit, such asLost Warrior's6SGuardAllStartup20Recovery42Advantage-25andInquisitor's623MGuardMidStartup10Recovery42Advantage-26." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Throw Invulnerability", "text": "Characters cannot always be thrown. Below is a list of situations when a character cannot be thrown: Duringprejump During blockstun plus 8F after During hitstun plus 7F after During Ground Recovery plus 9F after When they have Throw Attribute invulnerability" }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Priority of Strike vs Throw vs Command Throw", "text": "When two strikes hit each other, either a clash or trade occurs, but what happens when throws are added to the mix? Throw vs Strike or Any Throw vs Command Throw:The character withPrioritywill lose. Throw versus Throw:The character with Priority will be thrown and immediatelybreak the throw." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Throw Break", "text": "Input Throw While Being Thrown Players can break a throw by inputting aground throwbetween 4 frames before the hit until 4 frames after the hit (total 9F: 4F before + the frame it hits + 4F after). The defender starts their tech animation 1 frame earlier than the attacker, leaving the defender +1 afterwards. If both characters throw on the same frame, the attacker is considered the character who attacked most recently. Throw break cannot be performed while recovering from a move, so unsafe attacks are still unsafe. If the throw connects while the defender is holding thebutton, the defender cannot tech, even if they releaseafter the throw connects." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Cancels", "text": "Cancels are the act of canceling one move into another. Usually this requires that the first move makes contact with the opponent. Cancels are commonly used to make combos and blockstrings. Also known as Gatling Combinations, or Gatlings for short. > > > > > >" }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Conversion", "text": "B+SIn Neutral State or During Most Attacks. CostsWhite Health. Conversion cancels the current action and puts the character back into a neutral state. Conversion consumes all remaining white health plus an extra 5% of max health on activation, and restores MP proportional to the amount of White Health consumed. Cannot be done while blocking or after throws, some MP Skills, and Awakening Skills. Conversion animation is6F Slowdown for opponent starts on 1F andlasts for 30F Slows down opponent by 50% and ends immediately when any character gets hit" }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Guard Cancel", "text": "6B+SWhile in Blockstun. Costs 100MP. An invincible attack that launches the opponent away on hit. Unlike MP Skills, youMUST have at least 100 MPto use Guard Cancel. The damage it deals is minor and cannot K.O. the opponent. Guard Cancel also gives the opponent white health on hit, giving them access to Conversion for a few seconds afterwards. Different characters use different moves for their Guard Cancels so their hitboxes widely vary, but they are universally strike/projectile invulnerable and unsafe when blocked. Like reversals, Guard Cancel leaves you in a counter hit state during recovery, allowing many characters to punish it more heavily on block." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Skills", "text": "Direction +S Skills (aka Specials) function in a variety of ways depending on the character. Some Skills function closer to normals while others have special properties." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "MP Skills", "text": "Direction +M. Costs MPorMotion Input +M. Costs MP MP Skills are powerful moves that have unique effects and properties. Each MP Skill costs varying amounts of MP to use and pauses MP regeneration briefly when used. They can still be used without enough MP in stock as long as a character has at least 1 MP remaining, but this puts the character inExhaustionuntil MP recovers to at least 1. Most MP Skills have a 15F slowdown effect on the opponent where they are slowed to to 50%. When this slowdown begins varies by move, and based on testing it won't trigger if the opponent is too far away. This effect is currently undocumented beyond these facts, so players should just note that the opponent will be briefly slowed down when an MP Skill is used. Most MP Skills can also be input with a \"technical\" full motion e.g.+can also be input with+. Using the full motion causes MP to begin regenerating sooner than when input normally. Atechnical inputmotion inputwill cause \"GOOD\" to be displayed in green. Blue text indicates a \"precise input\"." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Awakening Skill", "text": "ASDuringAwakening(Once Per Round) A very powerful attack that can only be used once a round, and only after a character entersAwakening. While it deals high damage, it has no invulnerability and using it turns off your character'sAwakening Effectfor the rest of the round. In Gold cube, Awakening skills deal 400 Raw damage and 200 minimum damage . In Clear cube, they deal 300 Raw and 150 minimum." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "MP Gauge", "text": "The MP Gauge starts each round with a maximum of 100 MP. As a character loses life, the maximum size of the MP Gauge increases by 10 MP for every 7% health lost up to a maximum of 200 MP at 30% health." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Gaining MP", "text": "MP is restored naturally over time, by hitting with attacks that do not cost MP, and by usingConversion. The general trend for MP gain from most single-hit moves on hit is that 1 MP is gained fromnormals, 3 MP fromnormals, and 5 MP from Skills. MP is not gained by attacks that are blocked. Different characters havedifferent natural MP regeneration rates." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Spending MP", "text": "UsingMP SkillsandGuard Cancelcosts MP. Different MP skills cost different amounts of MP, while Guard Cancels cost 100 MP. There is a brief delay before MP begins naturally recovering after using an MP Skill. This delay varies between different moves and can be shortened by using the MP Skill's \"technical\" full motion input if it has one. MP Skills can be used as long as at least 1 MP is available, while Guard Cancels cannot be used without at least 100 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Exhaustion", "text": "Using an MP Skill that reduces the MP Gauge to 0 or to an (invisible) negative amount will put the character in Exhaustion state. MP Skills are not usable while Exhausted, and remain unavailable until MP recovers above 0. Imagine going into Exhaustion as going into negative MP and will last until they are no longer negative. The MP regain rate is unaffected. Ex: Using a 50 MP skill when at 10 MP will put the character at \"-40 MP\" and they will be in Exhaustion until they get up to 1 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Awakening", "text": "A special powered-up state that automatically activates when characters reach a health threshold, visually indicated by the larger section at the end of the health bars. This activates the character's Awakening Effect and enables the use of theirAwakening Skill. Healing life back above the Awakening threshold does not disable Awakening. Awakening only activates when the player'stotalhealth (including white life) is beneath the threshold." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Awakening Effect", "text": "Characters gain passive buffs when they enter Awakening. Each character has unique buffs, and more details about them can be found on their character pages. Players can select one of two Awakening types when choosing a character: Additionally, Awakening Skills in clear cube deal 25% reduced damage (300 raw / 150 scaled)." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Counter Hit", "text": "A counter hit (CH) occurs when hitting the opponent when they are in Counter Hit state. The opponent will flash red and the HUD will show \"Counter!\". On Counter Hit, the opponent suffers more hitstun, allowing CH specific combos. As a general rule,attacks gain 3F hitstun;attacks gain 5F hitstun; andandgain 8F hitstun. All attacks are in CH state during an attack's startup and active time. Most attacks are not in CH state during recovery, but there are exceptions: Allnormal throwsand command throws AllGuard Cancels Moves with invulnerable or guard point startups. Some other moves, noted in frame data." }, { "url": "https://www.dustloop.com/w/DNFD/Mechanics", "title": "Mechanics", "section": "Status Effects", "text": "Icons under the portraits represent various statuses affecting characters, ranging from Awakening Effect buffs when characters enterAwakeningto unique buffs and debuffs used by certain characters." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.11", "title": "Version", "section": "Intro", "text": "v1.11Date Released:January 27, 2023 LinksOfficial Site Using MP skills after cancelling fromShoulder Tackle (236M)GuardMidStartup24RecoveryAdvantage-8~+1no longer preserves the armor effect. Seismic Crash (623M)GuardMidStartup1 [?]Recovery40 [?]Advantagenow correctly activates the counterattack when parrying various skills and MP skills. Absolute Guard (623M)GuardAllStartup1Recovery41Advantagenow correctly activates the counterattack when parrying various skills and MP skills. Phase Shift (6S)GuardAllStartup20Recovery42Advantage-25no longer prevents the following skills from following up on OTG:Launcher's SprigganDragon Knight's Biting Dragon Launcher's Spriggan Dragon Knight's Biting Dragon Saint Counter (4S)GuardMidStartup3Recovery40Advantagenow correctly activates the counterattack when parrying various skills and MP skills. Vortex Hurricane (214M)GuardAllStartup15Recovery5Advantage+13no longer occasionally leaves Swift Master stuck floating in the air when activated." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.11", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Overview", "text": "Sadistic, cruel, and oppressive. Brawler has explosive lockdown, explosive damage, and several explosive weapons. What he lacks in movement speed and quick midrange options, he makes up for in spades with far-reaching buttons andSuper ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).to assert total dominance over his opponent's defenses. Because his buttons knock down for a long time, stray hits are more easily converted usingGround Tackleinto full combos. He can use this downtime to either get valuable corner carry, or side-switch out of a disadvantageous position. This makes Brawler a threat both in close and far ranges. A core element of Brawler's gameplan,Road to Hellallows Brawler coverage to approach from afar, or set up a string of risky guesses on the opponent's wake-up. The multiple spaced-out barrels also create a frightening situation for a defender, making rolls and Reversals inherently more risky. With an above-average projectile level, Brawler's barrels can intercept and delete many projectiles in the game, and even allow Brawler to take his turn back and even punish the opponent should he find himself inblockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun.after calling them in. Brawleris classified as aGimmickyA type that bends the rules of battle.type. He excels in close range, using quick buttons and armor to lock opponents down. His barrels can be used to cover the screen and assault the opponent's guard gauge. He has special damage in the form of Incinerate and Poison. Incredible Damage: Brawler'sPoisonandIncineratedamage over time afflictions ignore scaling which allows him to push his minimum combo damage much higher. Fearsome Okizeme: Brawler packs a myriad of offensive tools, going from high low mixups, strong staggers and guardbreak setups. Surprising Reach: Brawler's2B, Chain Jack, andBlood Rage ChainGuardAllStartup15, 13, 14, 24Recovery29Advantage-10allow him to get hits from deceptively far away. Durable:Tied for the highest guard gauge in the game and above average Health, both further enhanced during Clear Cube Awakening, Brawler isn't afraid to take a hit. Strong Armor:Brawler'sNeedle SpinGuardAllStartup13Recovery2Advantage-5~-2has the most activesuper armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).in the game whileCave-inGuardAllStartup25, 20, 20Recovery21Advantage-3, +18×2has the fastestsuper armorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).in the game , giving him unique defensive and offensive options. Slow:Brawler has average run speed and one of the slower backwards walk speeds. Without spending MP or making good use of conversion, his screen-control is lacking and relatively unsafe. MP Burner:Brawler'sMP Skillshave reckless disregard for his mana. He risks putting himself deep into Exhaustion to maintain pressure. Stubby Invincible Reversal:Brawler's InvincibleReversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.is small and can whiff when trying to anti air the opponent or when trying to escape pressure. Bad Midrange:Brawler's fast buttons are very stubby and his longer buttons are slower relative to the cast, making it harder to contest some pressure situations." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "5A", "text": "Not a lot to say, since2Ashares its speed but with better range, most important part of this normal is the followup5AA" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "5AA", "text": "Amazing pressure button. Jump cancelable on block and a key normal in Brawler's stagger pressure. During aBlock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.,5AAcatches Dodge Rolls automatically when whiff cancelled from5Awith proper spacing and timing. When used in pressure,5AAexcels at opening up defensive opponents.5AA>IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.Venom MineGuardAllStartup19Recovery18 + 6 LandingAdvantage~+24is a true string on block if performed correctly, which leads to one of his manyMix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.options. 5AAalsoFrame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s into2Aagainst characters with a 6 frameAbareAn attack during the opponent's pressure, intended to interrupt it.or slower while trading with 5 frame normals. Leads to favorableRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.on block. Leads to a gapless instant overheadj.Awith Conversion. Against big body characters, it is possible toFrame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.5AAinto another5A, which subsequently leads to another5AAonce." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "5B", "text": "On par with5AAwhen used as a pressure tool. Moves Brawler significantly forward, allowing him to consistently gap close combos starting from the maximum range of2A. Frametraps into2Aagainst characters with 7 a frameAbareAn attack during the opponent's pressure, intended to interrupt it.or slower while trading with 6 frame normals. Gaplessly cancels into2BorGround TackleGuardLowStartup20Recovery31Advantage-14on block, which is valuable for baiting the opponent's roll andGuard CancelAn attack which can be performed while the user is in blockstun.. Cancelling this normal intoRoad to Hellleaves brawler at -4, which makes it the only normal that lets him safely summon barrels during a blockstring. Brawler slightly reels back during the startup, allowing a niche use as a counterpokeAn attack that's thrown out to occupy the space in front of you and remind your opponent not to try and come closer. Usually, this is a far-reaching and safe normal move with little risk.." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "2A", "text": "Relegated to being mostly a pressure reset and mixup tool afterj.MS. Has a slightlow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.on it." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "2B", "text": "Brawler's best meterless long-ranged poke and one of his most important combo tools, though is risky to throw out due to its high recovery. When Brawler connects with2B, it's mostly safe when cancelled into throw or236Mon block from max range. On hit, it even gives Brawler enough time to run Strike-Throw mixups when cancelled into236Mfrom max range. Leads to a full combo from anywhere on the screen with the use of Conversion andGround TackleGuardLowStartup20Recovery31Advantage-14 Hard knockdown on normal hit Combos intoGround TackleGuardLowStartup20Recovery31Advantage-14from most ranges" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "j.A", "text": "Brawler's fastest Air-to-Air, but mainly used as an overhead after a blockedj.MSor5AAwith Conversion. Avoid using this normal whenTKAn 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.MSis not true stringed into, because otherwise the opponent will tech out of the resulting combo whenj.MShits. Gaplessly Strings intoj.Bon block when used high enough or after a highj.MSwhile the opponent is standing." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "j.B", "text": "Brawler's main jump in button and high low mixup tool alongsidej.Sand a more rewarding Air-Air. Can be cancelled into afterj.Afor a second overhead if brawler is high enough and the opponent blocked it while standing. Combos fromj.MS>j.Aif Brawler is high enough. Can whiff afterj.MSif the opponent blocked it while crouching." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Throw", "text": "A+B Mostly a useless throw without barrels. Does not lead to a meaty2Ain the corner. Can combo into an exploding barrel when set up correctly Punishable when comboing into a barrel that does not detonate in time" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Guard Cancel", "text": "B+S Uses5B’s animation and hitboxes." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Net Throw", "text": "5SIs a projectile property attack Important combo extender due to its high hitstun values. Vacuums on both hit and block, making it the main option to combo intoCave-inwith. Frame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s from2B, and attempting to roll it results in Brawler punishing the opponent. Gaplessly strings intoGround TackleGuardLowStartup20Recovery31Advantage-14, which is excellent to start running pressure even when this move is blocked in neutral. Can alsoFrame trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.into214Magainst some characters, however, this can backfire if the opponent ISes this move. You can take advantage of opponents excessively ISing this move by resetting the string into2A, or a delayedGround TackleGuardLowStartup20Recovery31Advantage-14, as Brawler is +2. Despite being classified as a projectile, canceling Net Throw with Conversion will make the net disappear. Will beat parry-type reversal options such asSpectre's2MSandCrusader's4S." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Ground Tackle", "text": "2SLow attack. Must be guarded crouchingCan hit a knocked down opponent off the ground A Multihit slide that launches on the final hit. Strings gaplessly from5Band5S FantasticBlock stringA series of multiple attacks that work well against a blocking opponent. Generally, a block string will be composed of several plus on block or cancelable attacks performed in quick sequence. When blocked, these will slowly push your character out of range and prevent the opponent from counter-attacking, which makes them a very good default, low-risk option when trying to apply offense.filler, as it beats attempted Rolls very reliably, catches backrolls, and leaves a very generous window to react to Guard Cancels with214M. Although this move is four lows, the hitbox is high enough to catch backdashes and jumps that are partially mid air. If it manages to whiff, Brawler is left wide open for a long time, such as when an opponent forward rolls through if was not true stringed into. Has a low profile during the active frames, which is useful against projectiles such as Launcher and Crusader's6S. The first 3 hits hard knockdown, which give niche uses for resets and combo applications as well. While Brawler can cancel any hit, almost every option immediately drops the combo unless canceled on the last hit during a scaled combo." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Sand Splash", "text": "6SIs a projectile property attack Mainly used as combo filler for the jump cancels, as a safe blockstring ender, and to combo into236M. After the first part of the move, a very active projectile will come out that travels a short distance. Plus on block when spaced, as the projectile will hit the opponent late into the active frames. One of Brawler's 2 safe blockstring enders, use this when the opponent pushed away during pressure." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Needle Spin", "text": "4S,4SS,4SSS,4SSSSSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves One of Brawler's best and most notorious buttons. Good counterpoke, pressure tool, anti air, combo starter, extender and ender thanks to itsSuper ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).and followups. Brawler's main \"Blockstring ender\", as4Sis only -2 on block. Leads toRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.on block against characters whose fastest normal is a 7 frame low, with the exception of Hitman. It easily and very severely punishes guard cancels, as the armor is very active. Delay cancelling into this move also baits DPs and rolls with proper spacing, effectively making this a move that can beat every defensive reversal option in the game. Thanks to all 3 initial hits being jump cancellable, landing this move on grounded opponents combos intoj.Mand gives a ton of reset opportunities at the end of combos. This move can be used to create many checkmate and forced block situations when the opponent is low on guard gauge alongside236M. Can cancel into follow up attacks even on whiff. Plus on block when IS'd Cancel Options:Jump (Hit Only) Used at the end of combos to extend the duration ofPoison andIncinerate while recovering MP and comboing into Awakening. Grounded hit4SSSScan combo intoASwithout the need for conversion, making it possible for Brawler to close out rounds by frametrapping into it. The followups are all -5 on block, which is unsafe against throws and characters with a 5 frameabareAn attack during the opponent's pressure, intended to interrupt it.. Every repetition of the spin has 3 hits of hyper armor, which refreshes every time a follow up is done, effectively having up to 12 hits of armor. Repeated uses have higher recovery, and therefore are more minus.N refers to the number of activations in a single instance of Needle Spin." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Chain Jack", "text": "j.SOverhead attack. Must be guarded standing Multi-hit overhead. Combos intoj.MSmost of the time to get a hard knockdown and start offense. Brawler can freely choose on how many overheads he wants to land from this move in order to put pressure on the opponent's mental stack. However, with its long landing recovery, he cannot get a gapless follow up option. Each hit can cancel intoj.Mto reset his air actions for yet another overhead, but following withj.Aorj.Bwill inherit the landing recovery ofj.Sunlikej.Mwhich does not. Extends Brawler's hurtbox significantly, which loses to to invincible moves from far away." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Blood Rage Chain", "text": "5MInflicts hard knockdown on hitOnly the second hits and onwards hit OTG Brawler's fastest Midscreen poke that becomes very threatening with Conversion. Can easily check opponents who recklessly approach Brawler and will always lead to a hard knockdown on hit, leaving Brawler with ample time to Conversion cancel into anOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"and net himself a full combo. The third hit of this move has the mostBlockstunWhen a character successfully blocks an attack while standing or crouching, the defender is forced into a stun animation for a set period of time where they are incapable of acting. This period of time is called blockstun., giving Brawler an opportunity to use Conversion and then get in on the opponent. He has enough time to run up2Aor5Bin a lot of cases and take his turn. Thanks to the final strike being jump cancellable, Brawler can potentially combo from this move usingj.M. If Brawler is out of range to combo, he can instead do Pre-Jump Cancel236M(Otherwise known as2369M) Even though only the final strike is jump cancellable, brawler can still jump cancel if any of the 4 hits connect on the opponent at least once, regardless if its on block or whiff. Serves as an occasional combo ender for stray hits that brawler is unable to convert anything else from. Alternatively, Brawler can choose to intentionally whiff5Mand Conversion to bait the opponent into rolling, opening them up for a punish." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Explosive Hook", "text": "2Mor623MTemporarily fully invincible Very stubby, but Brawler's only invincible reversal option. Has a deceptively tall hitbox. Leads to a cinematic on hit, which is particularly useful against setplay which normally leads to a favorable trade for the opponent, such as Launcher'sj.MSor Ranger's grenade. InflictsIncinerate on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Cave-in", "text": "4Mor214MSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening movesThe falling boulders are considered projectilesThe boulders knockdown on hitThe boulders can hit OTG, launching the opponent Theanti-air. Armored, plus frames, and favorable trades make this possibly the best move in Brawler's entire kit. 3 hits ofSuper ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).starting on frame 3 coupled with falling rocks that persist if Brawler is hit make this an extremely unique defensive option that gives him ways out of situations virtually every other character in the game has to respect. The first hitbox reaches up all the way to the ceiling of the stage. Combined with armor, this makes it an anti air that sends the opponent to the moon for trying to jump in against Brawler. This move is a very common RPS tool due to its almost immediate armor activation and difficulty to stop once it comes out. Despite super armor losing to lows,214Malso functions as an occasional pressure reset due to the threat of the frame advantage the falling rocks give him, forcing the opponent to carefully attempt to interrupt him or stay blocking and deal with a mixup situation. Against characters with a cinematic hit reversal, using4Mas a frametrap option is not effective as they don't have to worry about the falling rocks. Brawler is also able to use this move asAbareAn attack during the opponent's pressure, intended to interrupt it.; conversion cancel is available as soon as something hits the armor, allowing Brawler to interrupt the opponent's attack with2Aor5A. Because of this, he is also able to punish faster jump-ins that would normally be safe due to their quick landing and sometimes even be able to2Aor throw midway through the startup animation of a followup. There are very few moves that can win out in this sequence (for example, Hitman's6Sor Striker'sj.S>j.Acancel). Another very important use of this move is to react toGuard CancelAn attack which can be performed while the user is in blockstun.s, as Brawler's5AA,5Band2Shave a lot of blockstun, providing a generous window to react and armor through them. Brawler is able to jump cancel out of the initial hit on hit or block, while very useful for combos, only has niche uses on block, such as214M> Pre-Jump Cancel236M(Or2369M), which allows Brawler to safely summon barrels while the rocks cover him. Can easily punish bad roll attempts such as trying to roll out of the falling rocks while brawler has recovered Frametraps from5Sonmost characterssmall characters are excluded, and5Scan be IS'd to also avoid the first hit of a following4M." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Road to Hell", "text": "6Mor236MIs a projectile property attackCan hit a knocked down opponent off the ground The ticket to his damage. Sends three barrels ready to explode in the opponent's face and ruin their day. Barrels travel fullscreen and will detonate when Brawler hits them with any attack, or automatically after a delay of approximately 4 seconds. Each barrel deals a small amount of damage when initially making contact with an opponent. 6Mis Brawler's main way of getting in, and is one of the reasons why full screen is one of his favorite places to be in. He can safely string into236Mfrom5Band patiently wait for the opponent to commit to an option he can punish. On offense it turns his pressure game into a ticking time bomb as the barrels do an obnoxious amount of Guard damage, forcing the opponent to eventually pick an option to try and escape Brawler, which can win him the round on the spot if they guessed wrong by either killing them during the resulting combo or checkmating them during the next pressure sequence. The initial hit of a barrel has a very miniscule amount of blockstun, tiny enough for brawler to be able totick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.inbetween each hit. This also gives an opportunity for the opponent to jump, challenge or use their invincible reversal. As soon as236Mis input, any barrels that are still active will instantly detonate. This allows Brawler to hitconfirm using236Mfrom a comfortable distance while the opponent tries to avoid or challenge them, putting them in a situation where brawler gets a meaty attack backed up by 3 barrels. If he confirms from close up, he gets a full combo. Using Conversion can also help confirming into a combo from further away. Barrel explosions applyIncinerate on hit. Has some of the highest projectile priority in the game. Several of Brawler'slow recovery normalsExamples are5A,5AA,5Band4Sbecome plus on block if timed well with barrel explosions. Since the barrels always appear behind Brawler, they make contact significantly faster when the opponent has him cornered." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Venom Mine", "text": "j.MIs a projectile property attackInflicts hard knockdown on hitCan hit a knocked down opponent off the ground One of the most versatile moves in Brawler's kit. Active for nearly half a second, extremely disjointed, a hard knockdown on hit and actionable on the way down and leads to a full combo from anywhere with the help of2S. Overall a great tool for everything from space control to pressure, combo extensions, and high lowMix-upTo perform a maneuver that forces a defending opponent to choose between two or more options. If the opponent chooses incorrectly, then they are hit by an attack. There are many different types of mix-ups such as crossup(left/right), high/low, and strike/throw.s. On offense,j.Mis excellent at baiting the opponents invincible reversal, making them second guess themselves if they want to try to anti air Brawler again. Its ability to convert most stray hits into combos or knockdowns serves as the backbone for much of Brawler's neutral, as any interaction could potentially lead into his setplay and corner pressure. j.Malways gaplessly strings into either a high or low when performed as anIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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..5AA>IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.jM>jAis a high option while the opponent is in the corner, which is great for baiting the opponents DP, as the input requires the opponent to be crouching. For mixups, the preferred overhead followup option isj.Bin case the opponent gets hit by thej.MSas it launches them upwards (Does not apply when gaplessly stringing from5AA, and your preferred gapless low option is2A Whenj.MSis blocked standing, Brawler gets access to a double overhead if he is high enough.j.A>j.Bcatches opponents who expect a follow up low. There is also a simpleOSA shorthand for \"Option Select\"A situation where you perform an input and the game will \"select an option\" automatically depending on what the other character did.in with this sequence the situation where the opponent blocksj.Mlow: the follow upj.Amost likely hits them as it comes out almost immediately after. Brawler will whiffj.B, but he will recover in time and pick up a combo with2A. On hitj.M>j.A>j.Balso leads to a full combo. j.Mcan also be used defensively. A common method is Backdash > Conversion, as thej.MSactivation can be fully performed as soon as he is in the air, beating incoming lows in the process. WhilejMhas its own recovery when landing, cancelling the recovery intojAorjBcauses brawler to recover faster, giving Brawler more time to make use of his Plus frames. If Brawler cancels intoj.MfromjS, using another air button will inherent the recovery ofj.Sinstead. InflictsPoison on hit Poison debuff deals 60 total damage (120 in Gold Awakening) Ranges from -4 to +8 on block if Brawler lands without taking any air actions Ranges from 0 to +12 on block if Brawler lands when using the recovery of jA Ranges from -1 to +11 on block if Brawler lands when using the recovery of jB Poison does 12 damage per second, up to 60 damage (5 seconds). If another instance is applied, it overwrites the previous." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler", "title": "Brawler", "section": "Upgraded Poison Mine: Firelock", "text": "AS" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.50", "title": "Version", "section": "Intro", "text": "v1.50Date Released:September 14, 2023 LinksOfficial Site Brawler is an aggressive character that uses his expensive MP skills to control the flow of the battle, with strong pressure and various damage over time effects on hit. His staggered projectiles from Ride to Hell allow him to perform mixups with devastatingly high damage rewards. Brawler also introducesPoisonInflicts a long period of non-lethal damage over time.as a new Damage over time debuff. It has longer duration than Incinerate but deals less damage per frame." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.50", "title": "Version", "section": "Bug Fixes", "text": "Fixed the bug in which the action recorded in the Reversal Record was played before the recovery upon staggering. Fixed the bug in which controller button settings were not properly applied when setting the Opponent Status to Controller. (Steam only) Fixed the bug in which cancel/select menus could be triggered with keys other than 'Enter' and 'Backspace.' (Steam only) Fixed the bug in which the avatar in the player match room could not be moved when multiple controllers were connected. Minor adjustments were made to effect displays during battles. Addressed minor text and window display issues. Minor text corrections were made." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.50", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.41", "title": "Version", "section": "Intro", "text": "v1.41Date Released:August 2, 2023 LinksOfficial Site Spectre's voice is now played when [Language Settings] - [Voice Language] - [Individual Settings] is applied. The character Spectre is no longer changed when Ranked Match starts. The default game Voice Language is no longer set to Japanese. Spectre's MP recovery speed is no longer slowed down in certain situations." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.41", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Dragon Knight", "text": "Herj.Sis a massive issue for Berserker. Her5Sis a terror outside of Frenzy, and can be used to effectively contest the ground, leading to a decent knockdown with great carry on a far hit. Due to her poor guard cancel range, DK can have difficulty getting out of Guard Crush situations. Jumping against her is difficult, due to her623Mbeing an extremely potent reaction anti-air, and her air to airs generally being superior. Outside of Frenzy, she wins neutral. In Frenzy, you win neutral. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Neutral outside of Frenzy is very difficult here and the goal is to get into Frenzy as soon as possible, sincefr.5Mmassively discourages her from being in the air where you can't easily contest her. She typically gets more reward off neutral interactions at far ranges than Berserker outside of Frenzy, which is another reason to get into Frenzy asap, where the risk/reward tables tilt back into Berserker's favor. Her5Sis a solid ground poke which leads to an easy hitconfirm into236M, giving her a decent knockdown to start offense. Her623Malso acts as an extremely potent reaction Anti-Air, making jump-ins difficult. Dragon Knight will use a lot ofj.S. There are answers to this like air-to-airs and2Sbut these must be done pre-emptively. If she starts mixing in her other neutral tools it becomes very difficult to get in and start Berserker's gameplan. fr.5Mis a gamechanger in this matchup. DK can no longer safely spam outj.Sand approach from the air for fear of getting vortex'd into terrifying pressure. While DK's ground buttons tend to be fairly short, her run is still fast and5Sis a rather disjointed poke with great range to contest your5B. In frenzy you get much more reward off this interaction than DK, but outside of frenzy she gets more reward with a hitconfirmable knockdown at any range thanks to236M." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "DK has a great DP and a poor guard cancel. This makes her weak to gapless pressure and guard crushes, especially when spaced, which happens to be one of Berserker's specialties. Because of it's short range, its much easier to predict where DK can actually use her Guard Cancel which makes it easier to Conversion on reaction to a Guard Cancel and punish her for massive damage. DK has fast abare options with her2Aand5A, her buttons are generally more conducive to scrapping at a close range. Make sure to slightly delay your DP punishes on her623Mif you're using5S. Using it too early will cause it to cross-up and whiff behind DK due to the forward momentum on both moves, leaving Berserker punishable." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Make sure to hit Astra (her dragon). When DK uses5Min pressure, she puts you into an RPS situation where you need to either contest Astra and hit her out of starting a pressure sequence or respect her attempt to punish a mash on Astra. If you respect too much, she'll put you into terrifying pressure, but her punish from this situation is also quite potent, especially in the corner. Use Berserker's5Ato contest Astra, due to it's short recovery making it difficult to reliably whiff punish, but don't become too predictable.2Bcan also be used to contest Astra and some punish attemps, due to it's low profile capabilities, but it's recovery is susceptible to being punished by Astra or DK. Astra stays even if you manage to land a hit on DK, this can knock you out of some combos or mashes and give her a punish in some situations. Throw can't be hit by Astra and disables her, but it has low reward and requires you to be quite close to DK." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Striker", "text": "Safejump her instead of using6S, rolling against her DP is far better than blocking and getting guard crushed. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Berserker's6Sstops her air approach but is vulnerable to being stuffed by her6Sand236M. 2Bis a great way to stop her6Sbut is quite slow. It also stops her2B." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Matchups", "title": "Berserker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "Basic Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "REPLACEME", "text": "... >5B>2B>5S>j.S>j.236M>5[S]>(dl)236M>2B>]S[One of the foundations of Swift Masters strength, allowing him to go into a safejump anywhere by ending the combo with4S>2S. He also has the ability to switch sides during236M. This combo requires one delay if done at max range with5AAstarter" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "REPLACEME", "text": "5A>5B>2S>j.M>j.S>j.236M>j.S>j.2S>j.S>j.236M>j.S>j.2[S]>5]S]" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "REPLACEME", "text": "5B>dl.2S>j.236M>j.S>j.M>5S>j.S>j.2S>j.236M>j.S>j.2S>j.S>j.236M>j.S>j.2[S]>j.B>5]S[The delay on2Sis required at round start range against everyone except Kunoichi, Crusader, Vanguard and Grappler. Does not work at round start range against Striker and Enchantress." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "REPLACEME", "text": "5]S[>4S>5M>5S>j.2S>j.S>j.236M>j.S>j.2S> dl.j.236M>j.S>j.2[S]>j.B>5]S[Depending on the distance between you and the opponent, you may have to delay4Sso that they get pulled towards you. This combo does not work if the first5]S[is hit at its max range." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "Combo Theory", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Combos", "title": "Swift Master", "section": "REPLACEME", "text": "X > Xdescription" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Frame_Data", "title": "Striker", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Frame_Data", "title": "Striker", "section": "Cancel Table", "text": "2A > 2A is only available when first 2A is not canceled into. Max 3 times." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Berserker", "text": "Generally difficult matchup for Crusader Berserker's offensive options are very good at shutting down Crusader's defense, so Crusader is forced to attempt to maintain offense as much as possible Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Wall (6M), Kara spear (j.s~m) can enforce plus frames from mid-range, allowing Crusader to approach and begin 2a pressure Berserker players will often use Bloody Twister (f.5M) to close the mid range gap against Crusader and begin their dangerous blockstrings Saint Counter (4S) can be used as a high risk callout on Berserker's approaches, since Berserker will often begin pressure with Frenzy 5a" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Standard 2a stagger pressure remains effective Berserker will often die in 2, occasionally 1 hit, due to low base HP and self inflicted health drain. Berserker's slow reversal makes him vulnerable to being safejumped more easily than other characters" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Defense against Berserker often requires large risks to be taken The effectiveness of Crusader's defensive options are mostly dependent on the awareness of the Berserker player. Guard Cancel, Roll, and Baptism (2M) can be conversion blocked and punished by Berserker players relatively consistently, due to either slow startups, or the armor hit, in the case of 2M. Saint Counter is the only defensive option available that is not reactable, but its 5 frame startup makes it a risky choice. Indomitable Spirit can be used to keep Berserker close, allowing for his pressure to be challenged." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Crusader", "text": "Crusader is not incredibly well equipped to handle his own pressure. Tackle can prove incredibly effective in stopping some typical tools, like Walls that aren't part of airtight strings, and 6S orbs in neutral Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Crusader's projectile invulnerability on 5M can often avoid a lot of his own typical neutral tools Because of this, normal pokes, mainly 5A, form the center of his neutral" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Normal staggers are the name of the game Blockstrings into wall must be airtight, otherwise an opposing Crusader will be able to tackle for a punish Kara spears are similarly less effective than other matchups for the same reason Due to the changes to Baptism, a well placed 2B can punish either of Crusader's reversal options" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Be ready to tackle out of non-airtight blockstrings into wall Uitilize Saint Counter if you think the other player will maintain stagger pressure with mids" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Dragon Knight", "text": "Crusader's strong neutral and ability to 2 touch low health characters offset some of the defensive struggles that he faces in the matchup As a low health/guard gauge character, DK is very susceptible to Crusader's gold cube damage/guard break potential Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Preemptive walls can stop Dragon Knight from attempting to fly and either throw fireballs or airdash in. When Dragon Knight uses Astra in neutral, Crusader can stuff it with a 5a and immediately cancel into Wall to reverse DK's attempt at starting pressure Dragon Knight can run under Flash Sphere, so it is not as useful as it can be against taller characters Avoid giving Dragon Knight white life unless you are able to pressure immediately afterward. If she has white life, her 4M > conversion sequence becomes very threatening" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Usual stagger pressure still applies. 2a, 5a, 5b, and 6m will form the basis of your offense Dragon Knight is susceptible to crossups, due to the weird hitbox on her DP. When Gold Cube Awakening is activated, if Crusader can set up Apocalypse and force DK into it, he can break her entire guard gauge in one sequence Kara spears in neutral can be stuffed by Dragon Knight's 6M, so use them with caution" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Dragon Knight relies on flight to begin her pressure, as well as for mixups Due to Crusader's DP being armored, rather than invincible, means that DK's strike throw pressure is particularly effective. Defense in the matchup relies upon anti-airing DK with Baptism, and well timed challenges with 2a or rolls when she goes for pressure" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Matchups", "title": "Crusader", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Frame_Data", "title": "Enchantress", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Frame_Data", "title": "Enchantress", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Frame_Data", "title": "Enchantress", "section": "Normal Moves", "text": "No results" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Frame_Data", "title": "Enchantress", "section": "Skills", "text": "No results" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Strategy", "title": "Ghostblade", "section": "Mixups", "text": "Conversion mixups listed further down" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Strategy", "title": "Enchantress", "section": "Mixups", "text": "Conversion mixups listed further down" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Frame_Data", "title": "Inquisitor", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Starter", "title": "Crusader", "section": "Intro", "text": "5AGuardMidStartup10Recovery22Advantage-3is Crusader's most reliable mid-range poke. it has a fair amount of recovery, but fairly long range for its startup. 2AGuardMidStartup7Recovery18Advantage+1is Crusader's fastest grounded button and his main way of enforcing his offense. It is plus on block, giving you opportunities for throws, frame traps, or continued stagger pressure. j.BGuardHighStartup14RecoveryUntil landing+12Advantagemakes up the bulk of Crusader's jump ins. It is a very deep hitting overhead that has a large amount of hitstun, staggers on counter-hit, and provides a large advantage when blocked. 6SGuardMidStartup20RecoveryAdvantage-6is one of Crusader's most versatile moves, it can be used as an oki tool, and or a combo filler depending on the situation. On hit it provides a large mana return meaning using it effectively is key to managing Crusader's resources. 6M/236MGuardMidStartup22RecoveryTotal 45Advantage+12The infamous Wall. Tracks to the opponent's location, creates a temporary corner wherever it is placed, and leaves Crusader at advantage if blocked. Also used to convert the majority of hits into combos. This is one of Crusader's main tools in combos, pressure, and neutral. j.MGuardMidStartup15RecoveryUntil landing+15Advantageis another of Crusader's powerful tools. Primarily used as a zoning tool thanks to its speed and great angle, it also can be Kara Cancelled which enables it to loop into itself and be used as a starter for many of Crusader's combo routes. Crusader's offense is structured entirely around stagger pressure and forcing opponents to contest his plus frames 5AGuardMidStartup10Recovery22Advantage-3,2AGuardMidStartup7Recovery18Advantage+1,5BGuardMidStartup14Recovery23Advantage+4, and6MGuardMidStartup22RecoveryTotal 45Advantage+12are all places to reset pressure. Crusader's moves all have significant pushback on block, forcing him to cancel into6MGuardMidStartup22RecoveryTotal 45Advantage+12or use his plus frames from2AGuardMidStartup7Recovery18Advantage+1or5BGuardMidStartup14Recovery23Advantage+4to quickly run forward and regain space before restarting pressure. Grace Grace of Lemidios, Crusader's4MGuardMidStartup22RecoveryAdvantage-8, creates an extremely potent game of RPS for 15 seconds. Grace makes5BGuardMidStartup14Recovery23Advantage+4and2BGuardLowStartup18Recovery28Advantage-10very advantageous on block, forcing the opponent into risky defensive options such as roll or reversal. If Crusader gets a hit on the opponent while Grace is active, he can convert it into massive damage for the cost of some mana. Less is more, with Crusader you deal big damage in short combos. 5Mis your most your go-to ender. While it is costly on mana, removing the opponent's white HP is key to maintaining your offence. 5S>6M/236M>2S>6S>5S>5Mis your basic combo. It leaves you mana positive for your next setup and neutral game. 5S>6M/236M>5B>6S>j.5S~M>5S>j.B>5S>5MWhile harder, is considered to be an optimal route as it does good damage and still leaves with similar mana to the previous comboCombo Starters 5SIs your best starter. It has large range making a good poke from mid to fullscreen, in addition on hit it creates a stagger effect which enables you to confirm combos from ranges outside your reach. 6M/236MIs a great starter, as it tracks anywhere on the screen, and is plus on block. On hit it will send the opponent towards you which allows you to confirm into a full combo with either5S,5A, orj.5S~M. Crusader's neutral gameplan focuses mainly around baiting the opponent into picking a losing option at mid to fullscreen via the use of6MGuardMidStartup22RecoveryTotal 45Advantage+12or5SGuardMidStartup20Recovery35Advantage-10, Crusader's reversal tools send opponents towards fullscreen to put them in this position j.SGuardMidStartup33Recovery35Advantage-10Enables you to catch rolls and some advances making it a great tool to punish your opponents for trying to escape your pressure. The most important thing to account for when playing Crusader is to watch your mana, Crusader spends a lot of mana in neutral and for his highest damage combo routes, so you will find yourself without mana for long periods which puts you in a bad position if you have to defend. 6SGuardMidStartup20RecoveryAdvantage-6Is a key move in restoring your mana as it gives a high return on hit so using this as a combo filler is ideal for replenishing your mana. Other normals of course can substitute if you were unable to land a6SGuardMidStartup20RecoveryAdvantage-6Utilising White Life Conversion mechanic =B+S Crusader can omit white HP to make unsafe options safe, such as the second hit of5MGuardMidStartup15Recovery64Advantage-14, allowing you to reset your pressure. j.BGuardHighStartup14RecoveryUntil landing+12Advantagecan also be used twice whenB+Sis thrown into the mix enabling a double overhead and quicker recovery as you will be closer to the ground. B+Senables5MGuardMidStartup15Recovery64Advantage-14to be extended into a full combo, giving more corner carry and damage." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Starter", "title": "Troubleshooter", "section": "Intro", "text": "Uploading this as a template; replace text when editing 5AGuardAllStartup9Recovery20Advantage-3is his fastest noncommittal poke. 2AGuardLowStartup7Recovery22Advantage-6is his fastest abare and is used to detonate214mGuardAllStartup18RecoveryAdvantage-23early. 5BGuardAllStartup12Recovery20Advantage-7is a good long range poke that also doubles as a projectile. 2BGuardLowStartup12Recovery26Advantage-8is a good long range low poke. It also low profiles. 4SGuardAllStartup45RecoveryAdvantageis the core part of his gameplan. It gives him conversion he needs and also gives him a damage buff on top of it.Pressure Structure Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Strategy", "title": "Striker", "section": "Neutral", "text": "Striker is unable to control space with large hitboxes. She has ground buttons with good reach, such as6SGuardAllStartup16Recovery33Advantage-18and2BGuardLowStartup10Recovery26Advantage-11~-20, but they move her forward while also having very long recoveries, making it easy for the opponent to react and punish, in case she whiffs. Instead, she has to threaten speedy approaches and whiff punish, by making good use of her fast movement speed. Securing any hit leads to great damage and corner pressure, thanks to heramazing corner carry combos. After leading her opponent to the corner, she can follow up withtick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.s, ambiguousreverse beatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.pressure or gapless blockstrings that melt their guard gauge. Stage position is a resource, and spacing is key. Dash blocking can be the cornerstone of her neutral, if applied correctly, as it allows her to gain ground with relative safety, while at the same time collecting information about the opponent's reaction. Make use of the guard button, in order to quickly halt your momentum. An easy way to dash block is66 > 3+Guard. This is not a one-step process: by observing their habits over multiple iterations, Striker is able to exploit her opponent's openings and secure a combo, or push them towards the corner to further a positional advantage. Here are some examples of what actions an opponent might take in reaction to Striker's dash: Calling out the dash aggressively with a low or an advancing button, in order to convert into a combo, for instanceSwift Master's5BGuardMidStartup9Recovery29Advantage-17. (Striker can make use of her evasive buttons such as2Bandj.S, or attempt to whiff punish with6S) Keeping out with fast-recovering buttons. (This option is generally hard to punish if used correctly) Using projectiles. (With correct spacing, Striker can use236MGuardAllStartup18Recovery28Advantage-8or roll through) Jumping and hitting a falling button. (While this option generally beats Striker's approaching buttons (6S/2B/j.S), it loses toanti-airing) Backdashing. (The opponent is expecting a whiff, so dash blocking in this situation works out very well because they give up space and get closer to the corner, allowing Striker to dash block again) Blocking and holding their ground. (A passive opponent can be exploited by connecting with a button and leading into a blockstring, whittling down their guard gauge and pushing them towards the corner, or alternatively by using throws) For dash blocking to work, it's important to be aware of the opposing character's strengths and weaknesses in order to appropriately pick the correct tool." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Strategy", "title": "Striker", "section": "Reverse Beat Pressure", "text": "Mastering Striker'sj.Sreverse beat pressure is crucial to Striker's pressure game. Whilej.Sis a Mid Attack and can be crouch blocked, Striker can reverse beat intoj.A, which is an overhead, up to two times reliably. This gives her access to tricky pressure mixups, by forcing her opponent to guess overheads, lows, or throw, all with different timings, coming out ofj.S.j.Scan also be done very close to the ground, further adding to mixup timings. Once your opponent starts to respectj.S, Striker can go for her more guard intensive grounded pressure. However, over reliance onj.Swill get invincible reversal'ed pretty quickly by opponents who know what you're trying to do, so while liberal use ofj.Sis encouraged, do not become predictable with it." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Strategy", "title": "Striker", "section": "Guard Break setups", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it. Guard Break setups that go here must be gapless. Striker has extremely potent guard break setups that can only be stopped by Guard Cancel. Something to note about these strings is that they can be character specific, due to characters having differently sized hurtboxes. Because of this, some setups might not work on every character, or might need adjustments. Some routes may also require a dashing or point-blank start. 5A>5B>5SS(1)>5M(2) >2M(2) >j.M▷5A>5B 5A>5B>5SS(1)>5M(2) >2M(2) >j.M▷5A>5BFor this string to work on Berserker, dash momentum is required, meaning Striker must have been dashing before connecting with5A. 5A>2B>5B>5SS(1)>2S>5M(2)>623M(1)>j.M▷5A>5B>5SS(1)>4S>6S>2S>2B>5M>236M Corner guard Break String that is accessible after a safe jump. Must cancel intoj.Mlow to the ground in order to link5Aafter landing." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Strategy", "title": "Striker", "section": "Mixups", "text": "Conversion mixups listed further down Striker has access to practical instant overhead (IOH) j.B on the following characters: Crusader, Hitman, Lost Warrior, and Vanguard. Hitman and Vanguard must be crouch blocking instead of just crouching, as their crouch block animation shifts their hurtboxes up slightly. Striker can IOH j.B Ghostblade, but only when he is crouching, not when he is crouch blocking. Striker can hit confirm into a high damage combo on hit and continue a gapless blockstring on block. The blockstring lets her go into either a guard crush string or any other aspect of her pressure," }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Strategy", "title": "Striker", "section": "Safejumps", "text": "Striker suffers from poor neutral so it is essential that she can maintain her offense once she is in on an opponent. Safejumps are effective way to maintain pressure and help Striker run her game plan. ...236M>214M>j.SOTG >j.SA simple safejump from aj.SOTG. Works best after214Min the corner ...j.S> dlj.M▷ dl 9 >j.BAn easy to access safejump when less meter is available. By performingj.Mclose to the ground at the end of a combo Striker can forward jump withj.Band stay safe to reversals." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Strategy", "title": "Striker", "section": "Mixups", "text": "6S>B+S>A+BWIP concept to be expanded upon 6S's quick forward movement can be cancelled into an immediate throw. This can be especially effective when done after normals with low blockstun, notably2A,5Aand2B." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Starter", "title": "Striker", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Miscellaneous", "title": "Miscellaneous", "section": "Battle Types", "text": "Battle types are anofficial indicationof the style and complexity the characters have in the game. Standard Ranged Traps Gimmicky Melee Grabs" }, { "url": "https://www.dustloop.com/w/DNFD/Miscellaneous", "title": "Miscellaneous", "section": "Character Height", "text": "Character height is subjective but can be useful to give a general idea of what can and cannot work on certain characters due to height differences. Dragon Knight is slightly smaller than Encantress. Swift master is slightly smaller than Vanguard/Inquisitor/Grappler but taller than Berserker." }, { "url": "https://www.dustloop.com/w/DNFD/Miscellaneous", "title": "Miscellaneous", "section": "Finding content on Twitter", "text": "With the ease of posting videos and discussion to Twitter, it can be helpful to know how to track this information down. Each character in the game has a specific hashtag which people should aim to use when posting tweets for ease of searching. The current list of these hashtags is as follows: It is also recommended that you repost any perceivably important character developments or information found on their Twitter hashtag, to their correspondingResource Dumppages on the wiki." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Matchups", "title": "Inquisitor", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Berserker", "text": "One of Launcher's best match ups. She excels at playing keep away and stalling Berserker's frenzy with hard to approach zoning. She also does well stopping Berserker from safely entering frenzy with buttons like5A,6S,5B, and5M. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Launcher will win most round start interactions with5A. If that gets jumped she can use623Mto punish any jump-in attacks afterwardsfor a punish if Berserker comes down with buttons. Outside of round start you'll want to keep yourself at max5Adistance. This will allow you to set up5A>5AA> [5B] >236Mto catchimmediate rolls with236Mor delay rolls with2A. At5AAdistance2Bwill be your lifeline. It is the one move that keeps Berserker at bay coupled with whiff cancels into5S,6Sor2S. From full screen harass with5Band2Bwhiff anceled into5Sor6S. If Berserker enters frenzy expect a deep jump-in or roll and be prepared to2Sor4Safter2Brespectively." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "During block strings make sure you're spacing yourself outside of Berserker2Brange as this will low profile Launcher's5Sand6S. If you find yourself too close you can use2Band react to jumps with2Sand rolls with4S. Once you score a hit be sure to end the follow up in either4SforokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.or5Mto denyconversionImmediately cancel the recovery of any move using White Damage.." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Be patient. This is possibly the hardest part of the match up where two incorrect guesses on defense can cost you the round. In order for Berserker to keep up pressure on block after236Mhe must leave a slight gap to re-enter frenzy.This gap can be exploited with623M. Another exploitable gap is betweenjAand2Aduring Berserker's conversionHigh-LowA mixup where the opponent must choose between blocking high and low.mixup. If you block the overheadjAthen the follow up2Ais not trueand can be interrupted with623M. A common guard cancel point is when Berserker using5M(frenzy) in a block string to reset pressure. Otherwise always be aware white damage before considering guard cancel andneverguard cancel during frenzy unless you are absolutely sure it will connect." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Brawler", "text": "A match up where Launcher's zoning capabilities shine. She dominates neutral with6S,2Band4Mmaking it difficult for Brawler approach (along with Brawler's slow speed). In addition to oppressive zoning, nearly all of Launchers attacks are multi-hit moves allowing her to shred through his armored attacks. Brawler's above average health and increased defense with clear cube make it difficult for her to close out rounds quickly however this is mostly mitigated by the fact that Brawler cannot get in without taking huge risks. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Round start back dash is your safest option as Brawler has nothing aside from hisj.Sto call it out, which even if he gets the hit he will be too far away to confirm intoj.Mfor continued pressure. Another great option is9j.Awhich will stuff a majority of his round start options and push you back safely from his armored4Sand4M(just be mindful you are giving him conversion at the start with this option). Once you've created distance you'll want to start using either2Bor6Sto control neutral. Brawler can only neutral crouch Launcher6Sand must respect it in block strings as he has no options to punish her gaps with it. If you force him to block he won't be able to duck6Sgiving you powerful frame traps and cancel options such as4M." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Launcher's safest block string against Brawler is5A>5AA>6S. At close range it is a true block string that can lead into a frame trap with2Aif they don't use Indomitable Spirit (IS) against5AA. If they do use IS you can switch to2B>5S>6Mwhich leads to another frame trap that cannot be armored through. At a distance he has no options to contest the gap before6Sso this will be the safest way to end your block strings." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Once Brawler is in it can be a little difficult to deal with his pressure up close. Use2Aas your mainabareAn attack during the opponent's pressure, intended to interrupt it.button since it's long range makes it difficult for him to use stagger pressure or armored moves. Brawler'sj.Mdoes act as a low crush to Launcher2Aand leads to a full punish so be mindful of that. Launcher's2S,4M, and2Mare also great anti-air options that cover most of Brawler's aerial approaches." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Matchups", "title": "Launcher", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Overview", "text": "Hitman is a mid-range generalist, with strong neutral, pressure, and mixup. In neutral, Hitman has above average range on his pokes -5Aand2Bboth have very high range for their speed, and5Mis a nearly full-screen disjoint that can lead to full combos on counter hit. He can also turn aggressive on a dime by skipping neutral with6S, especially with conversion cancel. This allows him to play an effective neutral gameplan against most characters despite his low run speed. When pressuring, Hitman can reset effectively with5Band236M, check rolls and frame trap with5S, and bring himself closer with6S. Hitman also has effective vortex: He can utilize the multi hitting properties ofj.Aandj.Bduring a safe jump to mix the opponent up - The later he does this jump in, the less overheads will occur before he lands and hits the opponent low with2A. With conversion, he can also threaten risingj.Bas an instant overhead. This mixup can be accessed via many of his knockdowns,236Mjump cancel on block, andj.Acombo ender air resets in the corner. Hitmanis classified as aStandardHas a good balance between offense and defense.type. He is a well rounded character that fights with a sword and submachine gun, sporting many multi-hitting pressure moves. Comeback King:Hitman's Gold Cube Awakening passive is one of the strongest in the game, gaining the versatile moveShattering StrikeGuardAllStartupVariesRecoveryAdvantage-5. This lets him massively extend combos, enforce safe pressure, and even make hisDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.a safe-on-block combo starter at most ranges. On-Block Bully:236Mbeing highly active and plus on block lets Hitman enforce his turn or force mixups, with6Sletting him get closer from most hits to ensure the jump cancellable strike connects. A lot of his moves are safe on block or hard to contest due to their multi-hitting and variable cancel nature. Instant Overhead:Hitman is one of the only characters able to perform a rising overhead Conversionless, using hisj.B. While it requires Conversion to combo, it is fully unreactable and doesn't require Conversion to maintain pressure. Knockdown Vortex:Combos easily lead into a hard knockdowns, advantageous pressure, and safejumps. Combined with his overheads and combos leading into more knockdowns, opponents can be trapped in Hitman's offense. Weak to Zoning:While Hitman doesn't mind a bit of space from his opponent, he lacks options at the longest ranges. Due to his movement speed being on the slower side, any character that can zone effectively will force him to patiently get in using run blocks, dodges, and jumps until he is in range to contest with moves like2Band6S." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Unique Mechanics", "text": "Awakening Effect: activates when entering Awakening mode at 30% HP or less. After any MP Skill, Hitman can cancel intoShattering Strike (Battle Command)GuardAllStartupVariesRecoveryAdvantage-5by pressing5MIncreased MP Recovery Speed. Awakening Effect: activates when entering Awakening mode at 50% HP or less. Shattering Strike (Mission in Action)GuardAllStartup25Recovery18Advantage0can be used after holdingfor a certain period of time and then releasing it.Increased MP Recovery Speed.Increased Guard Gauge damage dealt.Increases White Damage dealt by blocked attacks." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "5A", "text": "One of Hitman's better pokes.5Ahas good vertical and horizontal range for the speed, as well as the ability to whiff cancel into5AAto catch attempts to roll through." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "5AA", "text": "5AAhas slightly less range than5A, but can be whiff cancelled into to catch rolls." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "5B", "text": "A good pressure tool and punish starter. It has significantly slower startup and shorter range than5A, so avoid using this as a poke in neutral. 5Bis also Hitman's only grounded normal that is completely safe on block point blank. At -2, it's a great option for tick throws, especially against characters that do not have a 7f or fasterabareAn attack during the opponent's pressure, intended to interrupt it.option." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "2A", "text": "Hitman's fastest attack and fastest low. Its properties as a multi-hitting low allows it to be used to beat out super armored opponents, such as Grappler, Crusader, or Vanguard." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "2B", "text": "Incredible long range sweep that converts into full combos on hit and pressure on block. Due to the height that this pops the opponent up by on hit, it will always combo into6S. Besides6S, at almost all ranges except the absolute furthest, this will combo into5S(1),4M, or2S. Amazing poke, but should be used with caution as it has enough recovery to be punished after a preemptive jump or roll." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "j.A", "text": "j.Ais a great air to air. It's fast, disjointed and fairly active, but will whiff against most crouching characters even when performed deep. If the opponent does stand block it, all three hits are overheads, which will hit them if they attempt to crouch block too soon. Can be followed up byj.Sandj.Mon air to air hits but may whiff depending on the opponent's height. Likej.B,j.Acan be canceled into a whiffedj.Sto mix up the number of hits that must be blocked overhead." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "j.B", "text": "j.Bis Hitman's primary jump-in. It hits overhead twice, has enormous vertical range and hits crossup. Since the second hit will whiff when done low to the ground, Hitman can mix the opponent up between one or two hits ofj.Bbefore landing and doing2A. Alternatively, the number of hits can be changed using the lengthy startup ofj.S. Also sees use as an instant overhead, as it hits all crouching characters when done rising. Hitman can conversion cancelj.B(1)to convert into a full combo, making this a terrifying option in the corner or in Gold Awakening. Against taller characters, it can also be used as a slightly slower overhead by doing delayed risingj.Binstead. This lets Hitman confirm intoj.S(1)>j.M, but is easier for the opponent to block and does not work on short characters." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Throw", "text": "A+B A very standard throw. Like all other throws, it's Hitman's fastest attack. Hitman can mix up between throw andIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.M, if the opponent tries to tech. Works the same as every other throw. +3 on Hit." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Guard Cancel", "text": "6B+S As with all guard cancels, use this to escape during mix-up or guard break strings. It has excellent horizontal and vertical range, and will sometimes even hit opponents behind him. Since it moves him forward slightly, hitting an opponent behind him with guard cancel can net him both the corner and a free mixup, oftentimes backed up with grey life to use on a Conversion cancel. It can't be Conversion cancelled, costs 100 MP, and is unsafe on block, so be careful doing this against attacks with low recovery. At +21 on hit, it allows Hitman to immediately steal a turn back with6SGuardAllStartup18RecoveryAdvantage-8> Conversion Its large hitbox allows his guard cancel to connect in situations where many others could not. Works the same as every other guard cancel." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Surprise Cut", "text": "5S 5Sis an extremely active pressure tool that is airtight into and out of most cancels, with very generous cancel windows. The long active frames mean it can punish rolls when delayed enough to frame trap, and if spaced there is a rollable frame trap between the last few stabs and the gunfire. However, Hitman can react to rolls by whiff canceling into214Mfor a guaranteed punish. If the opponent is frame trapped at any point, Hitman can confirm into6S. In combos, it is generally fodder to bridge from normals via5S(1)>6S(1), though this will result in less damage then routes that do2S(1)>6S(1)in exchange for reaching a bit farther then2S(1). The first stab has longer reach than the rest of the stabs, so when confirming into this after2Bmake sure to cancel immediately into6S." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Dead Lift", "text": "2S Great combo fodder, useful for confirming after2Bat most ranges.2Slaunches on the second hit allowing it to combo into4S664Son close hit and5Mat any range, which lets Hitmansafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.or get extremely good damage in Gold Cube Awakening. Without Awakening, Hitman can loop (66)2S5Mto dump meter for damage. While powerful on read due to its very large vertical hitbox on the second hit and devastating damage routes as combo starter, the slow startup makes this not viable as reactionary an anti air. Consider risingj.Ainstead. The second hit will whiff if the first one hits at max range. Moves Hitman forward slightly. The second hit is jump cancelable if either hit connects, allowing for alternate combo routes such as air extensions for more corner carry, or new mixups if only the first hit lands." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Agile Maneuver", "text": "6S An advancing attack primarily used for closing distance in combos or blockstrings. It has long startup and recovery, so avoid using this raw in neutral unless concentration cancel is available. The first hit has very high hitstun, allowing for grounded combos into5Mon hit, and often leaves Hitman advantageous enough ontradeWhen two opposing attacks both collide with opposing hurtboxes on the same frame, resulting in both players getting hit.to allow him combo into another attack. Against airborne opponents,6Slaunches them high enough to cancel into a jump normal. In cornered juggles, ending a combo with6S>j.Aresets the opponent and allows Hitman to perform a falling mixup between overhead, empty low, and throw. Lowers Hitman's hurtbox slightly during the dash, allowing it tolow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.certain moves, most notablyRanger's5AGuardMidStartup12RecoveryAdvantage-10~-3." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Mighty Strike", "text": "4SInflicts hard knockdown on hitCan hit a knocked down opponent off the ground Amazing combo filler and okizeme enabler.4Sis Hitman's mainOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", causing a small ground bounce then hard knockdown and allowing him to combo into4Mat any height, and an additional4Sif the opponent starts high enough. Also a vital part of Gold Cube Awakening combos via4S5M~5Mloops - The trick is to hit the opponent right after they hit the ground afterShattering StrikeGuardAllStartupVariesRecoveryAdvantage-5. When4Sis used as a combo ender, it leaves Hitman plus enough to dash jump and getj.Bas a potentsafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Dead Six", "text": "j.SOverhead attack. Must be guarded standing Combo fodder that can also act as a solid meaty during a safe jump for plus frames. This move will whiff against most standing opponents unless delayed until Hitman is closer to the ground. While it is primarily used for air to air confirms or juggles, it can also combo from a slightly delayedj.Band intoj.Magainst standing grounded opponents or tall crouching opponents. If blocked by a grounded opponent, the frame advantages varies depending on the height it is performed from. Slightly halts air momentum when it becomes active. The second hit can whiff if the opponent is too high during an airborne hit." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Final Strike", "text": "5M Amazing neutral and combo tool. It hits almost the entire screen, is safe on block, and is Hitman's most damaging combo starter, outside ofShattering StrikeGuardAllStartupVariesRecoveryAdvantage-5. On grounded counter hit,5Mcrumples opponents, allowing Hitman to run up and begin his most damaging combos. An air counter hit will cause a hard knockdown, allowing Hitman to get an OTG4Sto continue his combo. +34 on block with Dash cancel Dash cancellable on hit or block +34 OB on dash cancel" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Bill Drill", "text": "2Mor623MTemporarily fully invincible Invincible reversal that hits on both sides, with good horizontal reach and poor vertical reach. If Hitman's opponent is close enough midscreen, it's possible to roll through his623Mon reaction to the superflash and punish from behind.This only works if the opponent can pass through him, as otherwise the third hit will punish the roll. This can also be done as an option select during asafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.by rolling instead of blocking. In Gold Cube Awakening,Shattering StrikeGuardAllStartupVariesRecoveryAdvantage-5turns this into a menace, as on block Hitman is -5 and on Roll he's -4. At certain spacings, this leads to the opponent's only punish option being DPing the gap, which is low reward and can whiff if Hitman is spaced out since Shattering Strike is disjointed. If the opponent is close enough however, the gap between Bill Drill and Shattering Strike is 8 frames, allowing characters with sufficient reach on their 7f normals to punish regardless of Shattering Strike cancels. When hitting at tip range of the second hit, the third can whiff and leave Hitman punishable on hit. reversal full invuln until frame 12" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Caracole", "text": "6Mor236MThe spinning sword \"boomerang\" is considered a projectile property attackThe strike launches the opponent when hit OTG, then juggles into the projectile An expensive, plus on block special that is Hitman's primary tool for cranking guard gauge. Does not launch on a standing opponent, so he can reset the opponent on hit afterwards if used as a grounded ender. If the strike is blocked close enough, Hitman can jump cancel to force a high/low mixup while the opponent is blocking the projectile, while still being able to convert in the combo should the strike have hit. He can also opt to reset pressure with dash5Aor go for a spacing trap and a low in2B. 236Mis also an effective combo tool on standing opponents, as Hitman can combo into enough hits to regenerate more Mana than he spent, while retaining a safe jump. Can be also used as a meter dump at the end of a combo after4SOTG, allowing Hitman to maintain pressure in the corner where other non-awakening damage enders would not. While Caracole deals great guard gauge damage, it does not allow Hitman to convert into a combo if the projectile itself causes the guardbreak due to low hitstun, so it is important to consider activating guardbreak with another move if it would not kill the opponent. The spinning sword is considered a projectile and remains active if Concentration Cancelled. The strike portion is jump cancellable on hit or block once the projectile appears.Hitman is +41 on jump cancel if the projectile is blocked. Hitman is +41 on jump cancel if the projectile is blocked." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Sweep", "text": "4Mor214M Hitman's fastest combo ender,4MWill combo even after4SOTG. It's also extremely active and is safe on block, so it can be used to call out attempts to roll. Great near the start of Shattering strike loops, but the opponent will start to air tech out if used later. Shattering Strike is tight enough after this to frame trap rolling attempts. Total active frames including gaps: 55f" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Helix Dive", "text": "j.MInflicts hard knockdown on hit j.Mis Hitman's primary air combo ender. It halts all air momentum when used, and is safe on block. On hit, can be followed up with OTG4Sor2B2Sin the corner. On air hit,6Scan be used midscreen. If the opponent is juggled high enough in the corner,j.Mcan combo intoIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.Mfor extended routes, especially when using Shattering Strike. Can be conversion cancelled into anotherj.Mfor a gimmicky air stall situation. Total active frames including gaps: 47f" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Dusk Wings", "text": "AS Huge hitbox that hits the entire screen horizontally. Generally used after Shattering Strike juggles or from OTG4S. Since Shattering Strike is such a powerful option and cornerstone of Hitman's most damaging combos, it is not recommended to use Dusk Wings unless it will secure the kill as it will end the Awakening state. Since this is only available on hit after Mana Specials, it's possible to buffer this after pokes such as5Mto automatically option select between hit and block." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Shattering Strike (Battle Command)", "text": "5MafterMSmoves during AwakeningInflicts hard knockdown on hit A massive, disjointed attack that covers the majority of the screen vertically and horizontally. Available as a cancel after any MP skill even on whiff (Except for2MSwhich must hit or be blocked) and is safe when blocked. Frame advantage varies when rolled, even being punishable when used as a followup to certain MP skills. Crumples the opponent on a grounded hit and grants both a hard knockdown and very high launch on an air hit, allowing this to start combos, extend combos, or just be an easy confirm into Dusk Wings. Holding any directional input will cause the move to not come out. Its 60f Mana Cooldown Penalty enables easy inputs into Shattering Strike with almost no Mana Regeneration penalty. May not crumple the opponent if it connects at max range, due to only the third hit causing the crumple state. only during AS" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman", "title": "Hitman", "section": "Shattering Strike (Mission in Action)", "text": "]M[during Awakening The Mission in Action version of Shattering Strike is performed by releasingafter holding it for approximately 70 frames. An MP skill does not need to be used to begin charging — thepress can be buffered during an action where mana abilities cannot be used, such as blocking, dodging and backdashing. Unlike the Battle Command (Gold Cube) version, it has neither crumple nor hard knockdown properties, regardless of how it hits the opponent. Despite this, this version of Shattering Strike still retains its Gold Cube counterpart's high hitstun values and large hitbox. Cannot be cancelled into from MP skills only during AS" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Frame_Data", "title": "Launcher", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Resources", "title": "Berserker", "section": "Intro", "text": "This page is Berserker's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Resources", "title": "Berserker", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Resources", "title": "Berserker", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Post-patch (v1.06) Berserker combos and okizeme optionshttps://www.youtube.com/watch?v=5GjON1rJAJE" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Resources", "title": "Berserker", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Frame_Data", "title": "Ranger", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Matchups", "title": "Grappler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.60", "title": "Version", "section": "Intro", "text": "v1.60Date Released:December 18, 2023 LinksOfficial Site Battle Mage is a tricky character that can generate orbs around her called Chasers. Chasers give Battle Mage a passive speed buff and can be used to power up her other attacks." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.60", "title": "Version", "section": "Bug Fixes", "text": "Fixed the bug in which, when Ranger's Sudden Death (Clear Cube effect) is activated and Ranger uses a skill that increases his attack, the attack increase effect would not disappear until the Sudden Death effect ends. Fixed the bug in which a projectile was not being properly nullified in certain situations. Fixed the bug in which the distance between the player and the opponent would increase intermittently after the opponent used a grab at the edge of the screen. Fixed the following bugs that occured to the character under Doll Hit status by MP skill of Enchantress.The bug where damage motion is not appeared when the attack is hit in a certain timing.When the Doll Hit status is released, the invincibility frames for grab are not applied correctly. The bug where damage motion is not appeared when the attack is hit in a certain timing. When the Doll Hit status is released, the invincibility frames for grab are not applied correctly. Fixed the following issues that occured when the effect of Grace of Remidios expiredThe issue where in certain situations, the effect would either end with a different timing or return to the normal state without displaying the ending motionThe issue in which counter hits were not applied when attacked during the ending motion The issue where in certain situations, the effect would either end with a different timing or return to the normal state without displaying the ending motion The issue in which counter hits were not applied when attacked during the ending motion" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.60", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.20", "title": "Version", "section": "Intro", "text": "v1.20Date Released:April 19, 2023 LinksOfficial Site New text languages added: Spanish, German, and Chinese (Traditional).'Text Langauge' option is located under 'Language Settings' within the Options. 'Text Langauge' option is located under 'Language Settings' within the Options. The system notice 'PUNISH' now shows up upon hit during Dodge recovery. Fixed an issue in Training Mode where upon hitting the opponent in armor effect, the displayed damage is larger than the actual damage." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.20", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Frame_Data", "title": "Kunoichi", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Starter", "title": "Launcher", "section": "Key Moves", "text": "Launcher is able to create a variety ofRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.situations using her manygatlingThe special category of cancels that describe how each character can cancel normals into other normals and specials.options. The key to winning interactions is using her delayed attacks, such as2BGuardAllStartup15Recovery40Advantage-15~+24or214MGuardAllStartup30Recovery16Advantage+13~+34, to trap your opponent while giving you time to utilize moves that would otherwise be risky to use. For example in neutral using2Bwhiff cancels allows for Launcher to cover air and ground approaches with2B>2SGuardAllStartup16Recovery31Advantage-6or2B>4SGuardLowStartup18Recovery25Advantage-11~-17. Another example would be any move (except5Band2B) into6Scausing a situation where if the opponent rolls forward you're able to punish with a2Astarter." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Starter", "title": "Launcher", "section": "Combos", "text": "Your main combo tools are5B,4S,5S,236MGuardAllStartup30Recovery39Advantage+38~+48and214M. Once you confirm a hit with5A/5AAyou can usually lead into either4Sor5B>4Sdepending on the distance. From there you'll want to use236Mto push them to the corner and set up your pressure." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Starter", "title": "Launcher", "section": "Examples", "text": "For more examples check out thecombos page. 2A>5A>5AA>4S>236M>5S> 66 >4S>623M 5A> [5B] >4S>236M>5S> 66 >4S>623M 2A>5S>2S>214M(1) > jc >j.M>j.S(whiff) >j.S> dl.5Sx2 >214M(2)" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Starter", "title": "Launcher", "section": "Spending Meter", "text": "Launcher requires MP to both combo and pressure efficiently. It's important not to over extend and leave yourself inexhaustion." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Starter", "title": "Launcher", "section": "Utilizing White Life", "text": "Launcher can operate normally without depending on conversion. However, conversion does eliminate the gaps in her pressure and makes some combos easier to pull off. Using conversion to cancel the first frame ofj.MGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage+38is also a powerful pressure tool that can completely reverse a situation to be in your favor." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Starter", "title": "Launcher", "section": "What to do after a knockdown", "text": "Launcher's main combo enders are6M,4M,2M,j.Mand4S. For her metered specials (with the exception of2M) you'll usually want to back dash and then do whiffed2Binto a meaty5S. This traps the opponent on wake up and forces them to block the follow up5A>5S(2Bmakes this gapless). In some cases withj.Myou'll need to do a neutral jump as aframe killA technique where specific attacks or inputs are used to \"kill time\" to make timing a specific setup easier.before the back dash. If you end with4Syou should always follow up withnuke oki. If you're unable to do so you should do a risingj.A(whiff) >j.S(whiff) frame kill instead to set yourself up for a meaty5AAthat will catch rolls and jumps." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Combos", "title": "Brawler", "section": "Combo Theory", "text": "Brawler's main combo ender is4SSSS- It recoversMP, does good damage, combos intoASand , most importantly , maximizes the damage from Incinerateand Poison.4SSSSgives him ameatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.5A/5AA(either from airtechTo recover from a knockdown or air hitstun state, usually by pressing a button.ing or from asoft knockdownA knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.), or alternatively, asafejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.fromTKAn 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>j.B. Timing4SSSSproperly to adjust the height of the opponent is also an important part on how his pressure is going to continue and what his next move will be. If desired, Brawler can only use4Sas his combo ender. While it recovers lessMP, does less damage and stalls out the debuffs less as a result, it recovers faster and has moreuntechable timeMinimal hitstun before teching is possible., giving him more options, like236Msetplay. 2Sis yourOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"button - It lets you convert stray hits , for examplej.M, into full combos.2Sleads into214Mor6Sto continue the combo. Keep in mind2S>214Mwhiffs on a couple of small body characters midscreen. Missing2Scan make you very punishable and puts you in the opponents face, and using2StoOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"while the combo is too scaled can cause the opponent to instantlytechTo recover from a knockdown or air hitstun state, usually by pressing a button.out. There is also an awkward range where the first hit of this move cannot properly combo into the second hit, therefore causing the opponent to instantlytechTo recover from a knockdown or air hitstun state, usually by pressing a button.out of it. Knowing where and when2Sworks is valuable knowledge and helps keeping Brawler's consistency at a reasonable level. He has very consistent and easy to pull of214Mloops. He can repeat5S>214Muntil hisMPruns out most of the time, maximizing his damage in the process. Cash in on the damage with these loops when you know the combo is going to kill. Do not bet all your marbles on maximizing his damage right off the get go however - be meter efficient, as he heavily relies on it to pressure the opponent and escape unfavorable situations. Any of Brawler's starters can lead to absurd damage, even when usingMPefficient routes thanks to Incinerateand Poison, so there is no need to unnecessarily put the opponent at lower health than you need to and giving them moreMPto work with in case things go wrong. Brawler has some of the most consistently high damaging andMPefficient combos in the game. You can , in theory, 2 touch any character with 950 HP or less from 2x2A/5Astarters in deep exhaustion without Conversion at full health. These combos however are very advanced and require situational awareness alongside deep scaling knowledge. If you are not at that level yet, setting up consistent 3 touch situations on most of the cast is also very reliable. When brawler starts his combo with enough meter, go into214M(usually after5S) to get the most out of the early unscaled phase of the combo, if possible, as that is where most of the unscaled damage is coming from.214Malso has very good minimum damage alongside4SSSSand236Mbarrel explosions. Usingj.Mand236Mbarrel explosions is an integral part of Brawler's combo game, as it pushes his minimum damage to absurd levels. While getting a combo that leads into the barrels can be difficult and requires situational awareness, once practiced, it is very rewarding. Another part of his combo game is knowing when to stop comboing in places where you don't need to - he can cancel his combo midway and use barrel setplay, which can vary from a force block,high-lowA mixup where the opponent must choose between blocking high and low.,safejumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.or just general amazing stagger and guard pressure, which usually leads into combos that kill when opening up the opponent successfully. When in clear cube awakening (50%/170MP), getting as much as a single5Bstarter can lead to up to 950+ damage, turning Brawler from an already powerful high damage character into a walking nuke that can TOD easily. When comboing intoAS, make sure to know when4Sworks and when it doesn't - if your combo was long and ended on214Mloops,5Sis the only button to combo into theASafterwards, as4Smay drop out." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Combos", "title": "Brawler", "section": "Basic Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Combos", "title": "Brawler", "section": "", "text": "5AA/2A>5B>5S>214M> (2B>5S>214M)x2-3 >2B>5S>4SSSSCave-In loops are his easiest and most effortless way to combo, and while they are far from optimal, they still do good damage. Universal and works from any starter. Make sure to stay close to the opponent after every214Mby dashing up. When comboing intoAS, only use4Sas the combo ender , as any of the follow up will make them tech out of the super." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Combos", "title": "Brawler", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Combos", "title": "Brawler", "section": "", "text": "5AA/2A>5B>5S>214M> 5B > 2S > 6S > jS(2) > jMS > 2S > [4M > 5S] > 4SSSSThis works from any starter at any position of the screen. When brawler starts this combo in the corner, after Cave-In, use a roll to sideswap and take the corner. The moves in [Brackets] can be skipped to save MP. While this is far from optimal, it gives you a feel on how brawler functions, and how his better combos are structured. | content = }}" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Combos", "title": "Brawler", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Combos", "title": "Brawler", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Berserker", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Crusader", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Dragon Knight", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Enchantress", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Ghostblade", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Grappler", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Hitman", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Inquisitor", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Kunoichi", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Launcher", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Lost Warrior", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Ranger", "text": "This matchup has changed rather significantly since launch, most notably due to a single change: the 7f startup on Ranger's2AGuardLowStartup7RecoveryAdvantage-6. This denies Vanguard of most of his options at round start, which is not only one of his biggest strengths but also a critical part of coming out ahead against Ranger. Notable options Vanguard has are:5M~5MGuardMidStartup20RecoveryAdvantage-1, which helps close the gap and gain advantage thanks to its projectile invulnerability;2BGuardLowStartup13RecoveryAdvantage-16, which goes under Ranger's5AGuardMidStartup12RecoveryAdvantage-10~-3and keeps Ranger honest in the neutral ground game; andj.BGuardHighStartup10RecoveryUntil Landing (+3)Advantageorj.SGuardMidStartup25RecoveryUntil Landing (+25)Advantage-8~-4to exploit Ranger's lack of consistent anti-airs. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Ranger's 7f2AGuardLowStartup7RecoveryAdvantage-6hits at round start, which denies Vanguard of his otherwise strong 9f5AGuardMidStartup9Recovery18Advantage-1. If the Ranger player understands this, there's little Vanguard can do apart from blocking, using Dodge, or jumping. Ranger has enough time after a whiffed2AGuardLowStartup7RecoveryAdvantage-6to respond to forward jump attempts with a reactionary623MGuardMidStartup13RecoveryAdvantage-27, but Vanguard can potentially bait and punish this by stalling air momentum with a well-timedj.SGuardMidStartup25RecoveryUntil Landing (+25)Advantage-8~-4orj.MGuardMidStartup15,16RecoveryUntil Landing (+18)Advantage+2. Any other round start option either forces Vanguard to give up space early on or bets on the fact that the Ranger player won't properly enforce2AGuardLowStartup7RecoveryAdvantage-6's round start strength." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Vanguard does well enough midscreen against Ranger, as Vanguard's2BGuardLowStartup13RecoveryAdvantage-16can low-profile Ranger's5AGuardMidStartup12RecoveryAdvantage-10~-3while also staying out of their2AGuardLowStartup7RecoveryAdvantage-6range. Vanguard's jump-ins are difficult for Ranger to deal with due to his limited anti-air options againstj.BGuardHighStartup10RecoveryUntil Landing (+3)Advantage. Additionally,j.SGuardMidStartup25RecoveryUntil Landing (+25)Advantage-8~-4is very good at stalling above and baiting Ranger'sDPGuardMidStartup13RecoveryAdvantage-27. Maintaining midscreen-range is very important, as Ranger has advantage at fullscreen with his zoning options. If pushed out, rolling5BGuardMidStartup16Recovery28Advantage-12~-4or2BGuardMidStartup15Recovery32Advantage-18~-10on a read is a risky option that can get you there quickly, but dash-blocking is generally more consistent, as it'll limit the risk you take on your approach. Additionally, Ranger's5AGuardMidStartup12RecoveryAdvantage-10~-3has trouble hitting Vanguard while running or crouching. Key things to look out for are Ranger using4MGuardMidStartup30RecoveryAdvantage+62or5MGuardMidStartup15RecoveryAdvantage-10to cover space in the midscreen. These are both very good at beating rolls or jumps from fullscreen. If you do block his5MGuardMidStartup15RecoveryAdvantage-10, using6MGuardMidStartup15RecoveryAdvantage-2with Conversion is a great option to contest any follow-up actions, and will leave you extremely plus on block while letting you run up and combo in the off-chance that it hits." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "For yourSkillchain pressure, you want to make sure you're ending your strings just outside of Ranger's2AGuardLowStartup7RecoveryAdvantage-6range.Denying this option forces him to contest with something like5AGuardMidStartup12RecoveryAdvantage-10~-3, which doesn't yield a lot of reward, or something much slower and riskier, like5BGuardMidStartup16Recovery28Advantage-12~-4. 5M~5Mis projectile invincible and therefore an extremely important tool against Ranger. Utilizing its jump cancel property, you can easily confirm into a full combo on hit with a kara jump cancel (KJC)6MGuardMidStartup15RecoveryAdvantage-2or perform a variety of sequences on block to check Ranger's escape options." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "The most threatening thing Ranger can do offensively is Guard Break you with4MGuardMidStartup30RecoveryAdvantage+62loops at a spacing you can't safely Guard Cancel from. Because of this, try to be very aware of when they're likely to use this move. There's no way for Ranger to go into this move in neutral without you being able to roll it, so if they have a lot of meter it may be worth it to try and roll on reaction to theMSflash to make sure you're not stuck in a checkmate situation. An early Guard Cancel can also prevent the situation from occurring in the first place." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Striker", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Swift Master", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Troubleshooter", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Vanguard", "text": "Short Summary Goes Here - Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Round Start", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Neutral", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Offense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Matchups", "title": "Vanguard", "section": "Defense", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Blockstrings", "text": "Ranger'sAandBnormals don't grant him true block strings with the only exceptions being2Ato an immediateBnormal and a jump-inj.Binto2Aor5S. His main MP and Conversion free string is: (j.B>)2A>5Bor2B>5S>4Sor6S>5M 5Band2Bare interchangeable while4Sand6Spresent an actual choice.4Sis generally the better option as it has high push back and is only -4 but it's range is poor and will often whiff.6Shas much better range but it keeps Ranger close at -8 which is punishable by most of the cast (everyone can punish with throw at point blank range).6S~Scan be quite useful when aj.Sgrenade is active as the explosion makes a follow-upj.Ba true block string which leads into a strike/throw mix-up.5Mis reserved for guard breaking. 4M, (2A>5S>4M) * 2,5S,2A>5B>5S>6S~S True block string guard break set-up from a4M. The number of4Muses depends on Ranger's maximum and currently available MP which maxes out at 3 when he has 65% health remaining (150 max MP). Guard damage increases with each use, starting at 500 for one use, 780 for two uses, and 1060 for three uses (260 per added use). If Ranger does a meaty2Aduring grenade oki into his basic true block string (using the grenade explosion to set up4M), the guard damage is increased by 340. This guarantees a guard break on the entire cast, includingCrusaderwith his Awakening Passive active!" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Mix-ups", "text": "As the block button invalidates left/right mix and he has no overheads, Ranger must rely solely on strike/throw to open up his opponent. Thankfully, hisj.Sand his Revenge Awakening Passive blesses him with arguably the strongest throw mix in the game (only DNF Duel's resident grappler, the aptly namedGrapplercan compete). Note that grenade set-play into a true mix-up requires either a knockdown from6S~Sor a Conversion after using4Mthat the opponent then blocks. If the throw or normal hits meaty, then they both beat non-invincible attacks and rolling on wake-up. Meaty throw goes through blocking, armored attacks, and counters, dealing about 210 damage without resources and over 540 with max resources. Meaty2Acatches jumps and stuffs counters, dealing similar damage with or without resources. It can also be spaced such that some character's reversals will whiff, forcing the opponent to block low or back dash. If5Sis used instead, it can beat back dashes while dealing much more damage, about 320 without resources and over 700 with max resources, though at the cost of losing to counters and all reversals. Note that any meaty strike can potentially lead to a guard break if the opponent chooses to block on wake-up." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Defense", "text": "As expected of a zoner, Ranger's defensive options range from decent to barely functional. His abare is weak as his fastest normals (2Aand5S) have 10 frames of start-up, easily disrespected by many characters who can end block strings with an attack that, while minus, still allows them to trade with or even beat reversal normals with their own fastest attack. It's so bad that he is one of the only characters in the game who regularly uses reversal throw, depending on the match-up. His anti-air options are very limited (see anti-air section for details). He has an invincible reversal in2M, but it consistently fails to connect properly against disjointed attacks, leaving him counter hit punishable on hit. However, he does have some unique defensive traits. Ranger's guard cancel share's it hitbox with5S, granting it excellent range. His Awakening Passive reduces the opponent's damage by 25% and their MP regeneration by 33%, potentially requiring the opponent to land another mix-up or win neutral and additional time to take the round. Ranger'sj.Sgrenade also doesn't disappear when he is hit, which can save him by interrupting the opponent's pressure or combo." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Anti Air", "text": "Seeing as Ranger lacks a traditional anti-air, he has to make due with the few attacks with decent vertical range.5Ais his fastest in terms of start-up and is actually quite powerful against mid to far range opponents. However, it is terrible at stopping close range jump-ins which is precisely the time a good anti-air is needed the most.4Shas much better vertical range but it's poor horizontal range and lack of active frames necessitates precise timing and spacing, a luxury that characters with strong air games will not provide.2Mis paradoxically his best and worst anti-air. It has true invincibility, catches cross-ups, knocks down the opponent, removes white health, and can even convert into a combo against a cornered opponent. The problem lies with its inconsistent hitboxes and multi-hit nature, as it frequently fails to juggle opponents into the final launching hit, leaving him negative on hit. Picking an anti-air is less about which is the most effective and more about which one will be effective at all." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Conversion", "text": "Without the ability to generate white health on demand, Ranger is completely at the mercy of his opponent when it comes to utilizing Conversion. He also doesn't benefit much from its use as he lacks any highs for instant overheads nor does he have neutral or offensive tools that becomes frightening when canceled. However, Ranger's awakening is so strong that using Conversion to incur the extra 5% health loss to drop below 30% health is often worth the trade-off." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Neutral", "text": "Used almost exclusively to protect himself from a punish when he commits to a risky option. The only exception is4Mas it not only makes using it much safer, it also allows Ranger to block the opponents abare options and punish them with the still active hitbox of4M." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Mix-ups", "text": "With no high/low or left/right mix to speak of and easy access to hit/throw from4M, jump-inj.B, andj.Sgrenade oki, Conversion is borderline useless at traditional mix-ups. Instead, it is much more effective as way to punish committal options such as rolls, guard cancels, and reversals on reaction. Doing so discourages opponents from using them to escape Ranger's set-play." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Strategy", "title": "Ranger", "section": "Combo Conversions", "text": "Grants much more frequent access to grenade oki, even after his MP using combo enders5Mandj.M. Also used for minor and specific combo optimizations when trying to close out a round." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Overview", "text": "Vanguard is an extremely long-range character, but he's not exactly a zoner. Due to the slow startup on many of his attacks, Vanguard will often spend his time turtling in most matchups, waiting for an opportune moment to use his powerful party-starter attacks. HisSkillsuniquely chain into each other for lengthy block strings, an aspect further helped by his Awakening Passives. However, this comes at the cost of being unable to cancel his normals into them, forcing him to use MP when converting from his normals.Thankfully, he is also a very mana-efficient character, being able to perform most of his optimal combos with just about 100 MP. On pressure, Vanguard can very quickly crank the opponent's Guard Gauge, threatening a Guard Break.This is his primary method of opening the opponent up, as he lacks any traditional mixups. Vanguardis classified as aStandardHas a good balance between offense and defense.type. He is capable of pressuring at long ranges and inflicting massive Guard Gauge damage. Screen Control:Vanguard has access to many massive, long-range disjointed attacks that make him very difficult to contest at longer ranges. Safe Pressure:Vanguard's pressure sequences tend to push him back to a range at which most characters cannot comfortably challenge him. Guard Crush Proficiency:Vanguard's Clear Cube awakening passive gives him access to practical block string sequences that can guarantee a Guard Crush at any time if the opponent doesnt use IS. In these situations, Vanguard doesn't need to put himself at risk or even rely on traditional mixups to threaten heavy damage. Hard to Juggle:Vanguard has a notably thin hurtbox when he is launched in the air, forcing some characters to go for more difficult combos or cut combos short to reduce the risk of dropping the combo and getting punished. Limited Normals:While not a particularly big weakness, Vanguard'sAandBnormals are on the slower side and cannot be chained intoSkills, unlike the majority of the cast. Don't Whiff:Most of Vanguard's attacks have a pretty substantial amount of recovery, meaning he is susceptible to dodge rolls when too predictable. Weak Defense:Vanguard's only invincible reversal whiffs on crouching opponents that are spaced correctly, making him susceptible to certain low-profile meaty attacks. Paired with his slow close-range normals, it can be difficult for him to escape pressure." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Unique Mechanics", "text": "Awakening Effect: activates when entering Awakening mode at 30% HP or less. MPSkills can be canceled into Inferno Charge, Crescent Slash, Dread Bore, and Behead.Increases MP Recovery Speed. Awakening Effect: activates when entering Awakening mode at 50% HP or less. Increases Damage.Increases the Guard Damage dealt when attacks are blocked by 50%.Increases White Life damage when attacks are blocked." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "5A", "text": "Vanguard's quickest long range poke, but can be low-profiled. Decent round-start option and decent meaty after low-advantage knockdowns, such as after Throw or2M. Against characters that cannot go under the move without committing to a risky option (such asRanger's2SGuardLowStartup18RecoveryAdvantage-12~0), this move becomes a very abusable neutral tool and opens up Vanguard's options when approaching, as the opponent has to consider its threat at all times. As the cherry on top, cancelling to5Bserves as a very consistent confirm, and he has multiple options to keep himself safe if the opponent blocks. Whiffs against the following characters when crouching, but not guarding: Cannot be chained intoSkills." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "5AA", "text": "Not particularly useful for combos, as it has a pretty horrendous proration value. Where it really shines is as a neutral tool, as it has incredible range and is available on whiff to catch opponents that roll through5A. The ability to catch rolls is especially important, as Vanguard is particularly vulnerable to rolls due the large amount of whiff recovery on his other moves. Cannot be chained intoSkills." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "5B", "text": "One of Vanguard's most versatile attacks as well as a consistent combo starter. Hits incredibly high up, decently far, and a little behind himself, making it good to throw out in a lot of neutral situations. Including the built-in forward movement, this makes it a very commanding presence in neutral; so much so that despite its immense recovery, the threat of5Bcan sometimes become greater than the move itself, allowing Vanguard to get away with options the opponent would normally be ready to challenge. Does not normally combo into5Mon grounded opponents, requiring2Bto be used first. This cancel connects properly on anti-air or Counter Hit, however, leading to higher damage with just5Balone. Hits OTG and allows for extending combos after hard knockdowns, especially at far ranges Cannot be chained intoSkills. -6 on block with throw cancel." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "2A", "text": "Vanguard's fastest normal and low attack, but has considerable recovery. As a result, it is necessary in situations where speed is required, such as inConversionmixups or punishing attacks at close-range that Vanguard normally cannot due to his sluggish frame data. Cannot be chained intoSkills." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "2B", "text": "Extremely long-range low attack. Has a lot of whiff recovery, so it should mainly be used to challenge forward movement or as a combo piece. If blocked, Vanguard can cancel to5M~6Mor~4Mfor a true block string to push them away or a highly rewarding frame trap, respectively. Causes a hard knockdown on Counter Hit, which, while difficult to follow up, allows Vanguard to move close and set up okizeme. Hilariously, the hitbox is so big that it'll even hit some low-crush moves likeBerserker's4SGuardMidStartup25Recovery26Advantage-7. Unlike5B, a5Mcancel will connect fully on grounded opponents, though it may whiff from farther out due to2B's immense range. Cannot be chained intoSkills. -10 on block with throw cancel." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "j.A", "text": "A fast, long-range air-to-air. Has situational air-to-ground poking advantages due to a reduced hurtbox when compared toj.B, most notably againstSwift MasterwhileWind TwistGuardAllStartup19 (4M)19 + 5 Landing (j.4M)Recovery10Advantage+10is active. Has a hitbox closer to Vanguard's body that can hit taller opponents while crouching, thoughj.Bis still preferred for use in Conversion mixups. Whiffs on the same characters crouching as5A, includingInquisitorup close. Cannot be chained intoSkills." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "j.B", "text": "An extremely versatile button that covers a wide area. It serves as a good air-to-air and a great deterrent to grounded approaches. It can be used as an instant-overhead when paired with Conversion, which is one of Vanguard's only real mixup options. While hard to time, it can be very rewarding. Hits all but the following characters crouching when done meaty: Cannot be chained intoSkills." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Throw", "text": "A+B Leaves Vanguard half-screen at +3, which while sounding bad on paper, is actually useful for Vanguard due to the range he typically likes to play at." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Side Slash", "text": "5S A slow poke with a large disjointed hitbox and a multitude of cancel options on contact. It also serves as an ideal combo starter or punish tool, leading to significant damage anywhere on the screen. Opponents will often attempt to roll through Vanguard's more committal attacks, such as5Band2B, in which case this normal can be used to punish that option heavily. Surprisingly safe on block, making it a good alternative meaty to5Awhen far away, providing better cancel options and guard damage. This also makes it an ideal block string ender when needing to save MP. UniqueSChaining: Starting from5S,2S,6S, or4S, Vanguard can chain into anotherSkillhe has not used before in the chain." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Cleave: Upper", "text": "2S Though it has a dead-zone right above Vanguard's head and doesn't reach as far out as5B, it is much taller. It's a fairly common combo piece, making for some of his most damaging combos when used as a starter, and serving as a launcher to bridge toj.M. Due to lacking horizontal range, it may whiff in certainSkillblock strings, unless used in the correct order. Can be jump cancelled on block or on hit to enforce pressure or extend combos respectively. UniqueSChaining: Starting from5S,2S,6S, or4S, Vanguard can chain into anotherSkillhe has not used before in the chain." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Cleave: Cut", "text": "6S Vanguard steps forward while using this move, lending it consistency as a combo part after5Sand also giving it considerably more range than it would initially appear. It can be used while approaching, though due to the significant forward movement, Vanguard may end up running directly into an attack before6Sbecomes active. Cancel Options:5S,2S,4S UniqueSChaining: Starting from5S,2S,6S, or4S, Vanguard can chain into anotherSkillhe has not used before in the chain." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Cleave: Slash", "text": "4S 4Shas a unique vacuuming effect, pulling opponents closer. This helps close the gap without necessarily having to move forward, which makes for more consistent combos and block strings, especially when paired with6S. It also makes for a generally safe meaty after many knockdowns, even being able to avoid some reversals. With proper spacing, it can even avoid those of characters such asTroubleshooterandInquisitor. UniqueSChaining: Starting from5S,2S,6S, or4S, Vanguard can chain into anotherSkillhe has not used before in the chain." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Impact Strike", "text": "j.SCan hit a knocked down opponent off the ground Vanguard's mainOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"combo extender. As it kills most of his forward momentum, it can be tricky to use to follow up at range, but this can be circumvented by running forward and performing it as an instant-air. Stalls Vanguard in the air for a fair amount of time, which lets him bait shorter reversals, such as that ofTroubleshooter's. On shallow interactions, it can be cancelled into4Sand used tobait a variety of reversals.It also serves as a pretty rewarding callout and whiff punish for certain horizontal pokes and forward-moving attacks, as well as functioning as a throw-bait, contributing to Vanguard's strike/throw mixup potential." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Brandish", "text": "5M A two-hitting stance move with multi-tool utility for pressure, combo extension, and neutral. Vanguard enters the Brandish stance, enabling various follow-ups on hit or whiff. Followups are available after 7 frames and for the entire animation afterwards, making the follow-ups available as neutral tools, staggered pressure with varied timing on hit, and as options to contest a whiff punish." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Inferno Charge", "text": "5Mduring BrandishTemporarily invincible against projectile property attacks The main choice for Guard Break setups due to the sheer amount of Guard Damage and its gap-closing capability. Conversion leaves Vanguard plus enough to make5Safterwards a gapless block string, letting him continue pressure and enabling gapless 100% Guard Break routes when in Clear Cube Awakening. One of two gapless follow-ups to5M, alongside5M~6M. Projectile immune. On hit, can link into5A,5B, or2S. Jump cancellable on hit or block +17 on block w/jump cancel." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Crescent Slash", "text": "2Mduring BrandishInflicts hard knockdown on hit Vanguard's primary combo extension tool. As long as hitstun decay isn't high enough for the opponent to tech out before the second hit of5M, Crescent Slash will always connect." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Dread Bore", "text": "6Mduring BrandishInflicts hard knockdown on hit Gapless follow-up and primary combo ender when wanting to conserve resources or from absolute max range. Causes a Hard Knockdown, allowing Vanguard to close in for okizeme.It also deals significant Guard Damage, allowing it to safely chip at the opponent's Guard, though not to be used to actually Guard Break due to the large amount of pushback.Can be manually delayed to create a frame trap and catch people trying to mash or jump after pressure. It's so active that it can even catch rolls. Dash cancellable on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Behead", "text": "4Mduring BrandishSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves Has 3 hits of Armor and leads to massive reward on counter-hit, where it causes crumple state on a standing opponent or a wall-bounce on an airborne opponent. On block, Vanguard is pushed back enough that it safely resets neutral, though it is susceptible to being rolled. As one of Vanguard's win conditions in Clear Cube Awakening is to deal heavy amounts of Guard Damage and set up a Guard Break, Behead is his primary counter against Guard Cancels." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Lunge Strike", "text": "2Mor623MInflicts hard knockdown on hitTemporarily fully invincible Vanguard thrusts his spear into the air at a 45 degree angle forward. While it is an invincible reversal, it can be low-profiled when the opponent is spaced outside of close range, and thus is risky to use as such. Due to its range and invincibility, this move acts more as an anti-air that's more difficult to stuff than5Bor2S, but also leads to lower reward. Pulls the opponent into a cinematic on hit, knocking them down in the same position in front of Vanguard every time. Whiffs against enemies directly above Vanguard. Reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Earthshatter", "text": "6Mor236MCan hit a knocked down opponent off the ground Extremely fast for its range, allowing it to be used to confirm pokes with lower hitstun like5AA. Causes a wall bounce on-hit allowing for possible followups anywhere on screen. It also hits OTG to function as a combo ender, or to extend toDemonic InfernoGuardMidStartup2+16RecoveryAdvantage-39if available." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Devastate", "text": "4Mor214M Devastate can frame-trap from most moves and has a very active and large hitbox, reaching well behind Vanguard. Can catch rolls and send the opponent in front of Vanguard if they passed through him. Most notably, it can be used to extend corner combos into2S, given enough height. Additionally, when used as a corner combo ender, it gives Vanguard enough advantage to safe-jump withj.B.It is also very safe on block and deals a fair amount of Guard Damage. While it can be used as a situational anti-air, it is somewhat difficult to justify as it is prone to trading with normals while offering less reward than any of his other three anti-airs. Dash cancellable on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Doom Glaive", "text": "j.MInflicts hard knockdown on hitCan hit a knocked down opponent off the ground High damaging combo extender. Can be used after2Sto loop into itself for high damage. It is too slow to act as an air-to-air itself and should instead be used to extend from options with less risk, such asj.B.For what it's worth,j.Mis also plus on block and can therefore allow Vanguard to enact a bit more control. Can also hit OTG, causing a small launch into an immediate second Hard Knockdown. Dash cancellable on-hit, allowing Vanguard to follow-up with5Breliably orSinputs on opponents launched higher. Has a second hit after landing." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard", "title": "Vanguard", "section": "Demonic Inferno", "text": "ASCan hit a knocked down opponent off the ground 200 minimum damage." }, { "url": "https://www.dustloop.com/w/DNFD/Esoterica", "title": "Esoterica", "section": "Hitstop", "text": "When an attack hits an object, both objects freeze in place briefly to give the attack the feeling of more impact. This effect is known ashitstopand can vary in duration, like Grappler's 5A compared to his 236M . Hitstop helps with combo consistency because you canbuffercommands like special cancels during hitstop and it will be executed immediately after hitstop ends. Hitstop applies to anything that can attack or get hit - including projectiles and assists. We will refer to all of these as \"objects\" for the sake of brevity. Objects experiencing hitstop are frozen in place, but other objects on the stage are unaffected. For example, when Launcher's projectile hits the opponent, Launcher does not experience hitstop, only the projectile and the opponent do. From Launcher's perspective, the hitstop the opponent experiences can be thought of as additional blockstun/hitstun! Attacks with armor and parry-type attacks are attacks that guard the opponent's attack before retaliating with their own. When these attacks guard the opponent's attack, they can also change how much hitstop each object experiences! Brawler's Cave-in (4M) is an example of this. As mentioned above, projectiles are considered separate objects from the character that summoned them, so when they hit other objects, the character doesn't experience hitstop. The projectile itself does experience hitstop - which explains why multihit projectiles don't do their hits one frame after the other, they need to wait for hitstop to end before they can hit the opponent again!" }, { "url": "https://www.dustloop.com/w/DNFD/Esoterica", "title": "Esoterica", "section": "Character Priority", "text": "Some mechanics in the game depend on priority, notably same frame situations such as throw trades. Character priority is determined by the latest player to strike the other, including with projectiles. The sprites of the character with priority will be displayed in front of the sprites of the lower priority character. Character priority can be gained or lost by doing actions such as walking or crouching. Projectiles are always lower priority than characters. If a character's attack and a projectile hit on the same frame, the character's attack will be applied last. If a projectile and throw occur on the same frame, the throw will be applied after the projectile." }, { "url": "https://www.dustloop.com/w/DNFD/Esoterica", "title": "Esoterica", "section": "Airborne Crossup Protection", "text": "If a characterNormal Jumps, that character's facing will not change until one of three things happen: They finish using an air option: Double jump or Airdash. They block an attack. They land on the ground. Because of this, jumping can be used to defend against crossups as the defending player does not need change block or barrier direction until facing is corrected by one of the above conditions. Offensive setups can deal with this crossup protection by doing multiple hits quickly, which may or may not be possible to do depending on what the setup is." }, { "url": "https://www.dustloop.com/w/DNFD/Esoterica", "title": "Esoterica", "section": "Proximity Guard", "text": "SeeProximity Guard." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Overview", "text": "Inquisitor is an aggressive lockdown-focused character with access to persistent pressure. Where Inquisitor shines is her persistent pressure game, using a wide assortment of pressure resets withCut-in DashGuard-Startup0Recovery25Advantage-,Flege's FirebombGuardMidStartup45Recovery10*Advantage+37, andBurning WheelGuardMidStartup40Recovery30*Advantage+166; and some greatTick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.offense. With advantageous normals and high dash speed it becomes hard to avoid the threat, and high advantage when Throw hits helps maintain the pressure. While very good on offense, Inquisitor struggles from range. Barring herNoble RageGuardMidStartup10Recovery42Advantage-26, almost every equivalent is very slow, with a 10F5Apoke, a 7F2Aabare, a 20F2Santi-air, and a F19~326SSwhiff punish. To assist, herCut-in DashGuard-Startup0Recovery25Advantage-allows fast grounded approaches, whileRaidGuardMidStartup21Recovery24Advantage-11andGod's WrathGuardMidStartup12Recovery26Advantage-1offer strong air-to-ground approaches, but these are neither fast nor advantageous, requiring finesse to begin her pressure. Inquisitor has versatile combo potential, able to fully combo off even the tip of her lengthy5Arange, even when she is low onMP. However, Inquisitor'sMP Skillsare very expensive, and has only the baseline MP Regeneration Rate. Even herDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.is a staggering 80MP. This is massively improved once her Clear Cube Awakening Effect is active, but until then she will need to heavily pace herMP Skillusage, especially forBurning WheelGuardMidStartup40Recovery30*Advantage+166andNoble RageGuardMidStartup10Recovery42Advantage-26. Inquisitor is not particularly weak on defense either, withNoble RageGuardMidStartup40Recovery30*Advantage+166being one of the most rewardingDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.s in the game while having significant range. On top of that, her mobility options can help her escape offense in a variety of ways, either retreating, or dashing behind the opponent to steal her turn. However, all of these options have inherent risk, usually putting her into Counter Hit recovery, which can lead to her small Health Pool being depleted in very few interactions. Inquisitoris classified as aTrapsA type that can plant special tools on the field to restrict their opponent’s movement.type. She has various moves that shut down the opponent and control space by restricting movement. She is capable of dealing special damage through Burning Hit. Extensive Pressure:Inquisitor can force many RPS situations to prolong her offense, and has access to some highly active projectile attacks to lock opponents down with. Incineration:Felege's EssenceGuardMidStartup34Recovery17Advantage-7gives Inquisitor notably high minimum damage on her weaker starters and other highly-scaled combos, which can also help her close rounds off more efficiently. This move also massively raises the threat of her next interaction if used as an OTG combo ender. Slippery Neutral:With multiple safe long-reaching attacks and her uniqueCut-in DashGuard-Startup0Recovery25Advantage-, Inquisitor can approach very suddenly to punish pokes, as well as use her whiff cancels to unexpectedly dance around neutral and keep opponents guessing. Strong Defense:In contrast to her low Maximum HP, Inquisitor has access to strong anti-airs, sideswitches, retreating options, as well one of the fastest and most rewarding Invincible Reversals in the game. MP Glutton:Inquisitor's MP Skills require high amounts of MP, withBurning WheelGuardMidStartup40Recovery30*Advantage+166costing 90 MP andNoble RageGuardMidStartup10Recovery42Advantage-26being the onlyreversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.MP Skill in the game that costs 80 MP. This is massively improved once her Clear Cube Awakening Effect is active, but initially it can make many of her options restrictive. Mids Dispenser:While Inquisitor has great pressure, her mixups are very limited and her Guard Bar Damage is mostly unremarkable until she reaches Awakening. As such, patient defense from the opponent forces her to either take a lot of risks on offense to reset pressure and threaten a Guard Break, or simply return to neutral." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Unique Mechanics", "text": "Inquisitor's4Son hit inflicts theEssencedebuff for 7 seconds. Can inflict Essence status on the opponent even on guard. The duration of Essence is extended. Damage inflicted by Incinerate status is increased. Untechable time on Incinerate status is increased. MP recovery after using an MP move begins instantly upon MP Skill activation.This completely overrides the reduction from using motion inputs (e.g.214Minstead of4M), giving zero penalty for using faster, easier inputs. This completely overrides the reduction from using motion inputs (e.g.214Minstead of4M), giving zero penalty for using faster, easier inputs. Movement Speed is increased. Takes less Guard damage." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "5A", "text": "The safest standard A attack in the game, with large range, great for poking and pressure. One of the only5Aattacks that is not negative on block, making it very strong fortick throwA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.offense, and easy stagger pressure. It also boasts great range with short recovery, making it one of the safest options in neutral. Only particularly held back by its slow startup, making it outclassed in either speed or range, depending on the opponent. Can hit Round Start againstVanguardandCrusader." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "5AA", "text": "Like a second5A, with all of the same perks on pressure. This is theonly5AAattack that is plus on block, and one of very few to have better on-block an advantage than its5Aderivative, making italsovery strong forTick ThrowA throw done after attacks, very soon after if not exactly when throw invulnerability expires on the opponent. A Tick Throw take advantage of that the opponent naturally expect a Frame Trap coming, making it very hard to react to or escape from.offense and easy stagger pressure. Unfortunately not as useful in neutral, as it has less range than5A. Less range than5A, making it whiff when5Ahits at far range." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "5B", "text": "Unremarkable pressure extender. Good for pressure after5Aor2Afor its lower pushback while being safe on block, otherwise nothing unique about it. As a combo starter it very good, however there are few opportunities that can be easily punished by5Bwhich cannot also be punished by2S, making it somewhat outclassed. Tragically poor in neutral, it is slower, less advantaged on block, and shorter range than5A, making it entirely outclassed." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "2A", "text": "Inquisitor's fastest attack and primary abare. Average range for a 7 frame normal, however Inquisitor is extremely capable of getting a full combo off any hit, even performing side-switches mid-combo. While the move is not particularly special, it retains the potential for efficient combos and okizeme." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "2B", "text": "Bigger, slower poke, good for covering distance. Slightly larger than5Aandmuchmore rewarding, but relatively slow. By also being a crouching attack, this can also faciliate attacking while ducking under high-hitting projectiles, with enough range to compete with the long range of zoner normals. Useful to maintain pressure even when at long-range, especially from the edge of5A, otherwise mostly outclassed by5Bwhen within range. It is also a natural frametrap after2A, without needing manual delays. This is also Inquisitor's most rewardingLowattack, making it important in Conversion High-Low mixups." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "j.A", "text": "Fastest air-to-air and a Conversion mixup tool. The highest damagingj.Aattack in the game, but also the slowest. It's huge vertical reach makes it very reliable at hitting its target when predicting the opponent's jump, but reacting after both players jump will make it extremely likely to be outsped. If Inquisitor has White Damage to spare, she can perfom a practical overhead mixup by performing Conversion almost immediately after a jump and instantly cancel it intoj.A. This is best performed after a point-blank5Aor during her lockdowns usingFlege's FirebombGuardMidStartup45Recovery10*Advantage+37orBurning WheelGuardMidStartup40Recovery30*Advantage+166." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "j.B", "text": "A downswing suited for jump-ins." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Throw", "text": "A+B +5 on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Punishing Cross", "text": "5S Reliable pressure-ender. A fairly large and safe cancel from Inquisitor's normals. Its large pushback makes it almost impossible to punish. It retains all of the same cancels to prolong pressure, at some risk, exceptSummary JusticeGuardMidStartup18Recovery21Advantage±0will usually whiff the first hit, rendering it unsafe against large attacks. Additionally, any hit can confirm into Punishing Cross to begin a combo from anywhere, especially intoCut-in BashGuardMidStartup16Recovery22Advantage-2> Jump Cancel for reaching at any distance, orSummary JusticeGuardMidStartup18Recovery21Advantage±0when closer and in the corner. Second hit has a tiny dead-zone at point-blank range. Particularly relevant duringBurning WheelGuardMidStartup40Recovery30*Advantage+166where there is no pushback." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Rising Cut", "text": "2S Supremely large anti-air, but very slow. Gigantic reach, often able to catch anti-air baits unless done quite early, but its slow speed makes it much harder to catch sudden jump-ins reliably. To compensate, successfully landing2Sgives excellent reward. 2Sis also Inquisitor's most powerful punish combo starter, making it the optimal choice for punishing extremely unsafe attacks, such as aDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion., or in pressure to callout abares. However its slow speed limits it to these specific situations. In pressure,2Smakes a riskier substitute to5Swith much further pushback, usually hindering Inquisitor's pressure, while being very unsafe on block and therefore requiring a Skill cancel which may be called out. However it naturally frametraps off5Band2B, and if slightly delayed the backswing even catches Dodge attempts. It is alsomuchmore rewarding on hit, if the opponent falls for it." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Cut-in Dash", "text": "6S Decently fast command dash with a variety of options during the move. Can cross opponents up. 6Scovers a decent bit of ground in a short amount of time, so the raw dash can be a strong tools for resetting pressure, tick throwing, or navigating neutral. The true strength of the move, however, lies in its followups; during the dash,6Scan be cancelled intoCut-in BashGuardMidStartup12Recovery35Advantage-16, and any groundedMP Skill. Cut-in BashGuardMidStartup12Recovery35Advantage-16is a risky frametrap, but a vital tool for converting into combos or extending them.6Mserves a a safer alternative to6SSas a frametrap, leading to a combo or strong corner carry on hit and being hard to punish on roll.5Mcan be used to bait reversals and otherwise reset pressure, and2Mis a strong whiff punish and anti-air tool in neutral, as well as your optimal combo ender for setups. Mix up all of these options with raw dashes and tick throws to keep opponents guessing. Can be cancelled into Cut-in Bash during frames 8~20." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Cut-in Bash", "text": "Safter Cut-In Dash Can cancel into during frames 8~21 ofCut-in DashGuard-Startup0Recovery25Advantage-. Total startup of 19~32 frames. Jump cancellable on hit, but not on block. A fast-moving strike with large effective range for countering pokes, catching jumps at mid-range, and whiff punishing from extreme ranges. On any hit, it leads to high reward with great corner carry using its jump cancel for combos. By delaying the Cut-in Bash timing, raw6SScan also hit by itself from extremely far. However, it is very unsafe on block, so is best reserved for moments when an opponent is already vulnerable or as a read on their intention to do something unsafe. It can also be used at close range for a fast cross-up attack. However, this is easily mitigated by proper use of the Guard button as Inquisitor lacks threats to force opponents out of this tactic." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Flege's Essence", "text": "4SDebuff inflicted on an opponent making them vulnerable to receiving the Incinerate status.Is a projectile property attackCan hit a knocked down opponent off the ground Applies theEssencedebuff on hit for 7 seconds, empoweringMPSkills to launch much further on hit and deal additional damage. This can help extend combos if able to be comboed after, but is also a good combo ender toOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"with as it becomes advantaged and sets up the opponent to be threatened with a massive combo on any hit except Throw or Guard Cancel. Even her invincibleNoble RageGuardMidStartup10Recovery42Advantage-26will combo. Can be whiff cancelled into6S, which has many strong applications. The move has great use in combos due to its ability to be whiff cancelled into6S, which leads to good corner carry, damage, and long meterless combos useful for regaining Mana. Mostly needs to be combod into from2S,5S(2), orj.2S, some of which are practical confirm tools of their own, giving Inquisitor very versatile combos with a surprising punch behind them. Despite being very disadvantageous on hit and block, again thanks to the whiff cancel property,4Sis a strong whiff punish tool with high reward behind it. On top of that, this opens up to the great whiff cancels of6S, giving you a very splippery sequence for dancing around neutral. Large dead-zone, whiffing if used point-blank and possible to Dodge through." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Punishment", "text": "j.SOverhead attack. Must be guarded standing Far-reaching air-to-air. From a running jump, it can hit opponents full screen. Can combo into6SSfor a full combo." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Raid", "text": "j.2SCan hit a knocked down opponent off the ground A diving attack that brings Inquisitor's opponent down with her. This is her main combo extender in the air. Has a ground Shockwave when she lands, giving it further reach and extends combos. Large hitbox makes it easy to combo into. Is not an overhead. Cancel Options (First hit):j.M" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Flege's Firebomb", "text": "5MIs a projectile property attackCan hit a knocked down opponent off the ground Leaps backwards while throwing a firebomb at the ground. Incineratesopponents doused in Essence, launching on hit. Incineration lasts 90F, dealing +50 damage in total. Data in [ ] refers to on-hit when the opponent is doused in Essence.*Inquisitor recovers from the thrown Firebomb while it is still active. For this skill, recovery and Active are considered separate." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Noble Rage", "text": "2Mor623MTemporarily fully invincible Very rewarding invinciblereversalTo perform an attack as soon as possible after getting knocked down or leaving hitstun/blockstun.via its high damage follow-up potential and strongokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.position on any hit. On incineration it launches the opponent very far, but with enough time for Inquisitor to run up andOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"for a combo, making it one of the most threateningDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.attacks in the game when Essence is applied beforehand withFlege's EssenceGuardMidStartup34Recovery17Advantage-7. This also makes it an excellent combo ender with its high damage and forced knockdown. Unfortunately, Noble Rage has a deceptively short vertical range, making it much easier to bait as an anti-air. Its knockdown on hit is +19, giving time to perform ameatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals., Throw, or risingj.AConversion for a mix-up. If it hits while Inquisitor is cornered,Cut-in DashGuard-Startup0Recovery25Advantage-can side-switch out of the corner while remaining safe from the vast majority of reversal attacks, exceptEnchantress'2AGuardLowStartup6Recovery21Advantage-10,Swift Master's2AGuardMidStartup6Recovery20Advantage-9, andDragon Knight's5AGuardMidStartup6Recovery19Advantage-4. Incineratesopponents doused in Essence, launching on hit. Incineration lasts 130F, dealing +70 damage in total. If initial hit connects, begins cinematic hit. reversal Data in [ ] refers to on-hit when the opponent is doused in Essence." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Summary Justice", "text": "6Mor236M One last pressure ender at the cost of MP. Can attempt a reset via jump cancel. A solid frametrap afterPunishing CrossGuardMidStartup16Recovery22Advantage-2, as well asCut-in DashGuard-Startup0Recovery25Advantage-, allowing Inquisitor the breathing room to instead reset pressure with the dash or set up a greedyBurning WheelGuardMidStartup40Recovery30*Advantage+166. Very strong combo tool, but only in the corner, as midscreen the opponent gets launched too far to get a followup, both raw and with Essence. This, however, makes it a great pressure tool in the corner, giving Inquisitor a relatively low cost frametrap from many attacks, and one that is very hard to punish even on a correct roll, due to the repeated hits, and the hitbox behind her. If your last combo ended withFlege's EssenceGuardMidStartup34Recovery17Advantage-7, the threat of the next interaction is also majorly increased, as the following combo can have up to 3 incinerations. Incineratesopponents doused in Essence, launching on hit. Incineration lasts 90F, dealing +50 damage in total.This will cause the next hit to whiff, usually skipping the second hit. This will cause the next hit to whiff, usually skipping the second hit. Funnily, if the backwards hitbox of the 3rd hit gets blocked, Inquisitor is at a sizeable frame advantage, which can both start pressure and knowledge-check people. With jump cancels on block, the first hit is +20f, second is +24f, and third is +27f Data in [ ] refers to on-hit when the opponent is doused in Essence. First hit jump cancel on block is +20 Second hit jump cancel on block is +24 Third hit jump cancel on block is +27" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Burning Wheel", "text": "4Mor214MIs a projectile property attack Setplay forhugeGuard Gauge damage. Locks down the opponent for a comically long time (around ~3 seconds), usually to hammer the opponent's Guard Gauge while still remaining plus enough to reset pressure, or cancel into another Burning Wheel to increase the Guard Gauge damage. With enough MP, especially during Clear Cube Awakening, this can easily secure a Guard Break. Be mindful that Guard Cancels can happen atanytime during the blockstring. It is possible to Throw mixup during this, by pushing the opponent outside of the wheel to open a throwable gap. If the wheel fully expires without using another MP Skill, much of its original cost is restored, lowering the effective cost:4Mcosts 75 total MP214Mcosts 65 total MPDuring Clear Cube Awakening both versions cost 45 total MP. 4Mcosts 75 total MP 214Mcosts 65 total MP During Clear Cube Awakening both versions cost 45 total MP. Incineratesopponents doused in Essence, launching on hit. Incineration lasts 90F, dealing +50 damage in total. While an opponent is inside the Burning Wheel, all other attacks will receivezeropushback on hit or block. Data in [ ] refers to on-hit when the opponent is doused in Essence.*Inquisitor recovers from the wheel while it is still active. For this skill, recovery and Active are considered separate." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "God's Wrath", "text": "j.MInflicts hard knockdown on hit Aptly named, devastating control of the skies. A large, fast, andextremelyactive attack functioning as both air-to-air and air-to-ground. With its advancing motion, it helps close the gap against zoning quickly. By pausing in the air, it can also bait and whiff-punish anti-air attacks, giving huge reward on a clean hit. Even on block, it does high Guard Gauge damage, and is completely safe. When used as anInstant Air SpecialA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK., Inquisitor remains very low to the ground while attacking quickly, making it a good way to punish low-hitting attacks. It also makes for a poke that hits much further than her5A. However, this is not an overhead attack and should not be used as such. The final hit causes a hard knock down which can be reliably hit OTG by5B, which leads into a (nearly) full combo. Final hitIncineratesopponents doused in Essence, launching much higher on hit. Incineration lasts 130F, dealing +70 damage in total. Reduces momentum on activation, allowing it to be used very low to the ground. Data in [ ] refers to on-hit when the opponent is doused in Essence." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor", "title": "Inquisitor", "section": "Blazing Hell", "text": "ASCan hit a knocked down opponent off the ground Better horizontal range than vertical. Does notIncinerateEssence, but will cause it to expire during the cinematic. Awakening Flash freezes the game for 82 frames (1.3694 seconds) starting at Frame 3." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Frame_Data", "title": "Swift Master", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Strategy", "title": "Crusader", "section": "Mixups", "text": "convert" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Overview", "text": "Battle Mage is a midrange character that uses her range and speed to stagger pressure opponents from afar. In neutral, Battle Mage focuses on playing footsies with5A,5B,jAand4M. Her air game with quite strong with her great air normals for air-to-air exchanges and is also able to change her air momentum with her divekickjSand air stall withjM. Her unique mechanic, Chasers can be used to great effect with5M{1} to take her turn in neutral while also enhancing her invincible2Mto make enemies think twice before throwing out moves in neutral. Chasers can be obtained with5M{0} and6SConversion cancel and boost Battle Mage's speed and damage for a short duration on use. In pressure, she focuses on stagger pressuring from afar with5Band5S, making it difficult for opponents to use reversals. When midscreen, she can use5M{1} to call out backroll in response to MP flash at specific ranges and can usej.SandjAto respond to people trying to jump out of her stagger pressure. On defense, Battle Mage has a wide reaching2Mthat can potentially be plus on block, but otherwise, she has a decent range 6f. She can be very annoying to catch when doing multiple retreatingjAs since she has two ways of changing her momentum on a dime. Her Guard Cancel is on the weaker side unfortunately. Battle Mageis classified as aStandardHas a good balance between offense and defense.type. She has many easy to use moves. She can generate chasers to greatly enhance certain specials. Little Gremlin:Battle Mage thrives on being annoying in both her pressure and neutral. While not being entirely threatening at her max range, Battle Mage has normals that are quick and safe given their range. She also has two different ways to change her momentum, making it hard to anti-air her. It becomes especially hard to whiff punish her since her small size and willingness to jump can cause her to drop from combos unexpectedly, allowing her to unexpectedly turn the tides. Strike/ Throw:Since spending Chasers gives Battle Mage a speed and damage buff, she can unexpectedly rake up lots of damage through throw Unique Reversal:623Mis among the furthest reaching invincible reversals in the game and can be made to be plus on block with 3 Chasers while allowing combos on hit, forcing opponents to change how they apply pressure. Reliance on Resource Management:While Chasers are strong, she relies on them extensively in neutral, pressure and even for damage. Battle Mage players will need to learn more routes to adapt to resources on the go. Weak Defense:Has the slowest invincible reversal in the game and her Guard Cancel is stubby as well, allowing some characters to run her over with guard break setups. Lacking in Some, Master of None:While Battle Mage has some good speed and range, she's not the fastest char, nor is her effective range actually that far since her moves rarely connect into each other from max distance. Her damage is below average on her main neutral tools and she requires hard reads to call out her opponent's options during pressure. Her guard damage isn't high enough to be threatening and her pushback on her moves are too much, forcing her to take risks to reestablish pressure when spacing traps are how her pressure is played. Her Cubes are among the weaker ones in the cast, making her comebacks an uphill battle." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Unique Mechanics", "text": "Awakening Effect: activates when entering Awakening mode at 30% HP or less. Generates Chasers even whenorattacks are blocked. Awakening Effect: activates when entering Awakening mode at 50% HP or less. Increases white damage dealt when attacks are blockedIncreases guard bar damage dealtIncreases MP recovery speed Battle Mage generates orbs that float behind her called Chasers when successfully hitting opponents withorattacks, or by holding5Mwhile no Chasers are available. They can also be quickly generated when wielding 0-1 Chasers via6Sconversion cancel before the projectile is fired. Chasers are automatically consumed to power up623Mor used as projectiles with6Sand5M. Consuming Chasers for any of the above purposes will temporarily increase Battle Mage's damage and movement speed." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "5A", "text": "Basic long reach jab and a core to Battle Mage's gameplan. The distance it covers and the quick retraction of it's hurtbox forces opponents to keep respecting her midrange. However, at the max range,5Ais unable to connect any other move afterwards as they all whiff or do not combo, shortening her effective range. On the plus side, she still gets a Chaser on hit, meaning she has additional resources in MUs that don't allow for accumulating Chasers." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "5AA", "text": "Followup to5Aand comes out on whiff. Can be used to punish opponents attempting to roll5A. The main use of5AAis to help hitconfirm into combos as well as generate an extra Chaser. 5AAis an awkward move to use in pressure as it pushes opponents back after connecting with5A, making it harder to confirm into hits since most of her other moves are shorter range than what5Aallows. However, with the new jump cancel option available to her, she's able to check for early GCs or she can more easily readjust spacing if the opponent isn't ready for her to jump." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "5B", "text": "Arguably Battle Mage's most important button as it has good scaling, great range, generates a Chaser on hit, and doesn't launch opponents on hit. Used in neutral and in stagger pressure,5B's range is longer than5S. However,5Bis able to convert into4Mon hit, maintaining her effective range. 5Bhas low enough recovery that if staggered from5A, it is possible to punish rollers with a5A" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "2A", "text": "A low with great range for its speed. Great for starting pressure as5Bcan always connect and2Bonly whiffs at max range. More active than expected and is usually used to punish rolls. Can be used to reset pressure, but risky since running up allows opponents to mash on pressure resets." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "2B", "text": "While the startup is a bit long,2Bhas a low profile and decent range, making it decent in neutral, especially against characters with armour. It can be difficult to confirm off this move in neutral since5Sdoesn't connect at max range and4Mdoesn't connect at any range Great frame data on block, making it a strong reset point, but hard to go into since it's much shorter than5B. Nice to go into from2A. On CH, BM is able to convert by going into anIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.jM" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "j.A", "text": "Standard air-to-air and the common move to use for air-to-ground. Generates a Chaser, so it can be used alongsidej.Bto have 2 Chasers before going into a bigger combo fromj.S" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "j.B", "text": "Nice range air-to-air with a good amount of disjoint and hitstun on grounded opponents, but has the downside of much higher startup thanj.A, making it less useful in air scrambles. Often used in combos as filler for the third Chaser from 0 Chaser start combos, but can easily cause tech out without the right starter" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Throw", "text": "A+B Standard throw, but still high damage. Unable to meaty the opponent after the throw even in corner, but puts them in a range for spacing range regardless" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Backwards Dodge", "text": "4G" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Falling Petal Palm", "text": "5S Advances a bit, but shorter range than both5Band2B. Usually confirms into4Son hit, enabling good meterless combos. A good pressure reset point due to only being -5 and putting Battle Mage in close enough range to get started with2Awhile still having a cancel point into4S. Interestingly has mixed physical and projectile properties, meaning it can delete certain projectiles. Sometimes usable as a meaty as it is very active, allowing Battle Mage to be +1 on a late hit." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Blue Sky Beat", "text": "2S Strong anti-air with plenty of active frames. Used for non-dash cancel combos and zero Chaser6Scombos in corner. Has the same scaling as5S, so it has the potential for big damage." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Fusion Chaser", "text": "6S(Hold OK) Consumes 2 Chasers on use to fire them as projectiles. With 1 or less Chasers, any missing Chasers will be generated automatically before the projectile appears, increasing the attack's startup for each additional Chaser needed. The generated Chasers will be usable for other purposes if the startup is canceled for any reason. While she has access to Conversion,6Sbecomes Battle Mage's fastest option for generating 2 Chasers outside of combos. The first Chaser is generated after 8 frames and the second Chaser is generated after 18 frames Uncharged version is a short-range projectile that explodes and knocks opponents away on hit. Sees some use in corner combos after2Sto partial charge and extend juggles. While it is +3, the pushback from using6Sis quite large, forcing Battle Mage to approach for optimal confirms. However, it does provide the Chaser consumption buff, making her strike/ throw potential better" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Sky Beat", "text": "4S Mainly used for combo filler and as a final frametrap during pressure. While much shorter range than the rest of her normals, she takes a step forward during the startup, increasing the effective range. Due to this step forward, this is usually the best place to use5M{1} extensions, but also makes Battle Mage extra vulnerable against invincible reversals. Since she has no option to cover reversals from4Sif they react to the MP flash, she effectively ends her pressure on4S" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Meteor Assault", "text": "j.S A divekick after a short stall. One hit on the way down and another upon landing. Great combo tool due to the corner carry, but has a tendency to swap sides if Battle Mage is too close to the opponent on startup. Can cancel intoj.Mfrom the first hit, which is useful for the extra bit of damage on cash-out combos. On block, Battle Mage can cancel into her MP skills as well as4Sand6S, and does a small hop backwards, making it difficult for some characters to cover all options. Additionally, the backhop during the recovery of this move can be cancelled intoj.M." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Chaser Generator / Chaser Shot", "text": "5M(Hold OKFor Chaser Generator)Is a projectile property attack Used to generate Chasers when Battle Mage has none and sends out a Chaser as a high priority projectile when she has a Chaser ready. Can be held to generate multiple Chasers. Sometimes done in neutral to force the opponent to approach if they are giving Battle Mage too much space. Can generate a Chaser on frame 1 when conversion cancelled. Usually used after2M{3} andj.MHKD to generate Chasers when needed post-oki Forcibly causes Battle Mage to charge for 40 frames and has 1 frame of recovery upon release at any point afterwards. Generates a second Chaser on frame 42, a third on frame 81 and full hold is a total of 86 frames. This means that on a2M{3} ender, an early release of5Mcan charge 3 Chasers and go from being +4 to being +9, enabling meaty 5B for two touch potential" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Chaser Press", "text": "2Mor623MTemporarily fully invincibleCan hit a knocked down opponent off the ground Invincible reversal. Battle Mage jumps forward and strikes with all her stockpiled Chasers, getting varying levels of knockdown and advantage depending on how many Chasers used. With 3 Chasers, it is possible for Battle Mage to combo off a raw2M. 2Mreaches very far horizontally and has decent vertical reach as well, but is the slowest reversal in the game as a downside. In addition, the hitbox is largely in front of her, meaning that it can be rolled through without much problem." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Truth: Lightning Strike", "text": "6Mor236MIs a projectile property attackInflicts hard knockdown on hitCan hit a knocked down opponent off the ground" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Twinkle Smash", "text": "4Mor214M One of Battle Mage's best starters and the main method of discouraging her opponents from mashing mid-pressure. Can also be used in neutral due to having a greater range than5A, great active frames, and the hitstun allowing Battle Mage to combo off almost any trade. Very useful in combos to reposition, for damage dump, or to enable time to setup6S" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Apostle Smash", "text": "j.MOverhead attack. Must be guarded standingIs a projectile property attackInflicts hard knockdown on hitCan hit a knocked down opponent off the ground A quick helm breaker with a large explosion at the end with surprising horizontal reach. Completely halts air momentum when used and massively disjointed, meaning it can be used to bait some anti-airs. Interestingly, the shockwave is considered a projectile with high priority, makingjMa useful defensive tool or especially strong against some projectile reversals. While it hits overhead, it's not very strong when used as mix as the prejump frames along with MP flash makes the overhead hit on frame 30." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage", "title": "Battle Mage", "section": "Quasar Explosion", "text": "AS" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Matchups", "title": "Ghostblade", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Starter", "title": "Hitman", "section": "Intro", "text": "Hitman is a very versitile character, able to utilize a variety of playstyles with 2 main distinctions. Midrange pressure 5AGuardMidStartup8Recovery22Advantage-6is Hitman's go to button for starting neutral pressure, being fast, long reaching, and leading directly intoSurprise Cut (5S)GuardAllStartup15RecoveryAdvantage-9for easy and efficient combos and block strings. 2AGuardLowStartup7Recovery17Advantage-7is your fastest move and has a multitude of follow-up options to dissuade the opponent from challenging 2BGuardLowStartup13Recovery28Advantage-12is a fantastic neutral poke, allowing Hitman to start pressure from a great distance, as well as comboing intoAgile Maneuver (6S)GuardAllStartup18RecoveryAdvantage-8from any distance on hit. Final Strike (5M)GuardAllStartup26RecoveryAdvantage-4is a, albeit slow move that can be interrupted if done too close to the opponent, very large and very damaging move that allows for space control against opponents in neutral and especially against opponents in the air. Agile Maneuver (6S)GuardAllStartup18RecoveryAdvantage-8when paired with conversion becomes an insane tool for approach, as well as being very good at catching opponent in neutral trying to use a pre-emptive keepout tool Up Close Mix-ups and Resets 5BGuardMidStartup11Recovery21Advantage-2is Hitman's main starter when up close, as being only -2 it provides a fantastic point to reset or attempt a tick throw, while dissuading a response from the opponent due to the potential of a follow up move from Hitman Caracole (6M)GuardAllStartup15RecoveryAdvantage+2is Hitman's best and main blockstring ender, being +2 it allows for pressure to be reset, or attempt a high/low mix-up with Hitman's IOHj.BGuardHighStartup10RecoveryUntil landing+3AdvantageVaries/2AGuardLowStartup7Recovery17Advantage-7. It is important to note that the opponent has various options after blockingCaracole (6M)GuardAllStartup15RecoveryAdvantage+2to try and exit Hitman's pressure and as such Hitman much use his various tools accordingly, such as usingSurprise Cut (5S)GuardAllStartup15RecoveryAdvantage-9in leu of5AGuardMidStartup8Recovery22Advantage-6to catch an opponent trying to rollPressure Structure Hitman's pressure revolves around Neutral pokes, Reset attempts, and Safe Enders Stuff Hitman's combo damage will vary greatly on starter, with the lower damaging starters leading to either shorter combos, or leading to reset attempts StuffCombo Starters Stuff StuffUtilising White Life Conversion mechanic = CV Hitman's main usage of Conversion is Options for Safe Jumps" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "5AConfirm", "text": "5A>5AA>236M>2S>6S>5S>6S>5M>Very simple and reliable combo that works off of most normal starters." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "2AConfirm", "text": "2A>6S>5A>5AA>5MDecent 2A Confirm, the2A>6Slink is quite tight." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "5BConfirm", "text": "5B>6S>236M>2S>6S>5S>6S>5MBasic 5B confirm" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "Bread and Butter", "text": "5S>236M>2B>5S>236M>2B>5S>5M>2AVery simple and reliable combo that works off of most normal starters. Still works till this day!" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "5SLoops", "text": "5S>236M>2S>6S> 66 >5S>6S>j.B> Land 66 >5S>5MOptimal combo for damage, mana, and corner carry. Requires a few adjustments depending on the starter and is very spacing dependant." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Combos", "title": "Crusader", "section": "Apocalypse /j.214MCombos", "text": "5AA>236M>2B>214M> CV >5B>j.B>j.214M>j.S>236M>j.B> Land >5S> (Apocalypse goes off) >5S>6S>6S>5MMidscreen route off of 5a starter when gold cube is not active. Can only be done with conversion. Requires 170 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "All-Purpose Combo", "text": "... >5S>4S,j.AB>j.M... >5S>4S,j.AB>j.2S, (2B>5S(1)) >5MKunoichi’s easiest and most reliable combo.5S>4S>j.Ahas a bizzare timing to get used to but is surprisingly consistent no matter what the starter is. The first combo ends with a safejump with double jump >j.Bwhereas the second combo deals slightly more damage. The section in parentheses is optional but increases the damage for very little difficulty. Both combos strip the opponent’s white health and give Kunoichi amarkGuardAllStartup150Recovery-Advantage-to work with." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "5SCorner Combo", "text": "... >5S>5M,2B>5S(1) >5M,5B>5MNot optimal damage, but very easy and gives Kunoichi a safejump with j.A. Ideally you want to confirm into2Sas it leads to much more damage, but5Sis a much more common part of her pressure and you may autopilot into it while learning her. Make sure that2Bhits as high as possible or the opponent will fall out between5Sand5M." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "REPLACEME", "text": "Chain Starter >5S>214M> 9 Jump > OTG delayedj.2S> Burning Stigma Hits > 66 >2B>5S(1) >5M> Burning Stigma Hits >2B>5S(1) >5MSimple and reliable bnb that works anywhere from almost any starter. Gives enough time to run up to meaty, but not enough time to safejump or teleport safejump. To get a safejump you must ommit the last2B>5S(1) and use5Mafter the second stigma hit immediately then hold 9, this is not possible with you back in the corner but will work at most other distances. Doing the safejump will lead to exhaustion at 100 magic. This combo requires about 60 Mana. Chain Starter >2S>j.B> Jump >j.B>j.2S>j.2S>5S(1) >5M>2B>5S(1) >5M>5A> Burning Stigma Hits >236[M]>5AA>5B>5S> Jump >j.B> JumpSimple corner route that works off any starter, even heavily scaled ones like5AA>5B. After the jump at the end of the combo, you can catch air buttons by with aj.A, or safejump their grounded dp with fallingj.Bif they don't press anything in the air. You can get another rep of bomb loops if you start with a jump in orBstarter by doing jump >j.B> Jump >j.B>j.2S> delayedj.2Safter the landing from the first loop but the timing on the secondj.2Stakes some getting used to. Works with very little starting mana Chain Starter >2S>j.B> Jump >j.B>j.2S>j.2S>5S(1) >5M>2B>5S(1) >4SsafejumpThis safejump also let's burning stigma pop if they dp through your safejump button, allowing you to convert after blocking even hitman dp. Works with very little starting mana" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "Combo Theory", "text": "Lorem ipsum dolor sit amet, consectetur adipiscing elit, sed do eiusmod tempor incididunt ut labore et dolore magna aliqua. Ut enim ad minim veniam, quis nostrud exercitation ullamco laboris nisi ut aliquip ex ea commodo consequat. Duis aute irure dolor in reprehenderit in voluptate velit esse cillum dolore eu fugiat nulla pariatur. Excepteur sint occaecat cupidatat non proident, sunt in culpa qui officia deserunt mollit anim id est laborum." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Combos", "title": "Kunoichi", "section": "REPLACEME", "text": "X > Xdescription" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Frame_Data", "title": "Spectre", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Data", "title": "Ranger", "section": "Seventh Flow Data", "text": "Not a projectile. 200 minimum damage." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Resources", "title": "Grappler", "section": "Intro", "text": "This page is Grappler's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Resources", "title": "Grappler", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Resources", "title": "Grappler", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Grappler pressure guide: https://youtu.be/1YBIjhApHL8?si=5fBBKVkM4sBVR3eR Grappler combo guide: https://youtu.be/BwtiCw54PsI?si=cHl_4v8LLJhde1LF" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Resources", "title": "Grappler", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Resources", "title": "Battle Mage", "section": "Intro", "text": "This page is Battle Mage's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Resources", "title": "Battle Mage", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Resources", "title": "Battle Mage", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Resources", "title": "Battle Mage", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Frame_Data", "title": "Frame Data", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it. Reverify Dodge frame data" }, { "url": "https://www.dustloop.com/w/DNFD/Frame_Data", "title": "Frame Data", "section": "Character Frame Data", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Frame_Data", "title": "Frame Data", "section": "Defense Values", "text": "True Guard values in game are 100x larger than shown" }, { "url": "https://www.dustloop.com/w/DNFD/Frame_Data", "title": "Frame Data", "section": "MP Regen Values", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Frame_Data", "title": "Frame Data", "section": "Ground Recovery Data", "text": "25F and fully invulnerable" }, { "url": "https://www.dustloop.com/w/DNFD/Frame_Data", "title": "Frame Data", "section": "DodgeData", "text": "All Forward Dodges last31F. Backwards Dodges last38F. About their invincibility: Frames1~13can pass through opponent Frames1~20are Strike invulnerable Frames1~30are Projectile invulnerable About Enchantress's Dodge: Frames1~13can pass through opponent Frames1~22are Strike invulnerable Frames5~22arefully invulnerable Frames1~30are Projectile invulnerable" }, { "url": "https://www.dustloop.com/w/DNFD/Frame_Data", "title": "Frame Data", "section": "Conversion Data", "text": "Conversion animation is6F Slowdown for opponent starts on 1F andlasts for 30F Slows down opponent by 50% and ends immediately when any character gets hit" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Combo Theory", "text": "The following video is essentially based on the content of this section along with new discoveries. Video Reference:https://youtu.be/QdqVfEqruYc For Ranger, the standard combo theory is to: Hit a starter (2A, 5B, 5S are common starters) Launch the opponent (2S, 6S) Choose to either: spend no MP/ do the BnB/ metered side swap [6S -> 6SS/ 4M/ 6M] Continue the combo with filler to carry to corner Hit with either 4S(1) jump cancel or 6SS (4S no jump cancel for damage) Finish with either: Safejump oki/ threaten guard break/ damage [jMM(M) jS jB/ jS/ 5M(MM)] Basic Tips for Combos: When comboing into 6S from 2S, delay the 6S a tiny bit to let so that 6S doesn't whiff 2A can only lead into BnB with 2A 2S 4M as your starter Cancelling 6S(1) -> 6SS is usually more consistent for midscreen extensions; better for damage as well The point of Ranger combos is to get your opponent into corner; don't focus on damage until you get to corner" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Knockdown", "text": "Ranger has 4 main ways to get knockdown: 5M(MM) 6S~S> immediatej.S(setup grenade) 6S~S>j.MM>j.S>j.B j.S664S (6SSenders can be replaced with4S(1) jump cancel) Pros: Method 1: High damage, ender for anywhere, converts into Awakening Skill, sends opponent full screen Method 2: Sets up grenade oki, makes Ranger very advantageous, does not fully require corner Method 3: Sets up grenade oki, erases white HP, safejump, prevents opponents from rolling out of corner Method 4: Sets up a grenade meaty that is safe against practicaly all reversals and allows you to keep pressure. Useful to setup early guardbreaks Cons: Method 1: High MP cost, follow-ups inconsistent sometimes, no mix after knockdown Method 2: Opponent still keeps white HP, opponent may be able to air tech, opponent now has access to BackDash Conversion Method 3: Guard break setups are less reliable at high grenade height and optimal height requires tight manual timing. Method 4: Corner only, costly to setup, (requires214M) and most of the time, you have to end a combo short to use it." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Basic Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Long Range Projectile Combo", "text": "5AA>5B>2B 84 damage, no MP needed. Very basic combo for a successful hit with a projectile at long range. Deals light damage, pushes the opponent back, and knocks them down, allowing for more zoning. Primarily used as a long-range anti-air combo due to5A's ability to poke opponents out of the air, although it can be used to punish certain moves in standing recovery/ tall hurtboxes. Since5Alacks meaningful hitstun and can be whiff cancelled into5AA, this combo can be high risk when both characters are grounded as most characters in the game can run under5Aand5AA. To mitigate this risk, it is usually better to do5B>2Binstead due to the lower hitbox covering dashes. Long range5A,5B, or2Black any meaningful follow ups, even when Conversion is available. The only exception is Ranger's Awakening Skill Seventh Flow, which combos from5A,5AA, and5Bfrom about four-fifths of the screen away and from2Bat full screen distance." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Mid to Close Range to Fullscreen Oki", "text": "2A>5B>2B>2S>4S>5MM Very MP negative. Sends fullscreen Simple combo for a close range hit, hardly has any places for issues and sends opponent back to full screen for more zoning. More useful in some matchups than others. Can also be started with a5AAstarter in the close to midrange. Ranger's non-Sbuttons have very low hitstun, so his combos require buffered inputs. The5B>2Bin combos are usually to hitconfirm safely. In this combo, it is optimal to delay the4Sa slight amount. Otherwise, on longer range starters,4S(1) may miss, resulting in less damage. On the other hand, delaying4Stoo much can result in launching the opponent the wrong way, meaning the combo is forcibly ended. The fact that this combo does not lead into grenade ender means that it is usually not worth to go for most of the time. The exceptions are if the opponent is not good at dealing with zoning or you need the damage. This is because5MMis a high damage ender that launches the opponent to full screen. While the combo can be ended with5Mor5MMM, the former does much less minimum damage and the latter can be inconsistent at certain ranges." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Air Raid Loops", "text": "2A>5B>2B>2S> dl.6S(1)~S, dl.j.B,5S>6S~S,j.S No MP required. Usually done to setup guard breaks Primary meterless route for midrange meterless confirms. Useful to learn for corner routes as well. Using2A>5B>2B>2Sas the starter for purposes of hit confirming, but possible with almost all starters. Note that if the opponent is close to Ranger at the time2Sconnects, the combo may sideswap. While6Scan be done to completion instead of6S(1), this forces the Ranger to delay the followup or else the opponent will be too vertically high to hit withjB.6S(1) is also better for damage, especially in the corner. A very important combo piece to learn as it results in grenade knockdown, which is Ranger's most threatening position. The combo carries slightly more than half screen, so it may not always end in the corner. When ending the combo in the corner, it is possible to end with6S~S->j.MM->j.S->j.Bfor a better knockdown situation." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Simple Sideswap", "text": "2A>5B>2B>6M,2B>2S,5S>6S~S,j.MM,j.S MP neutral. Worth the MP Easy to confirm sideswap route. Used primarily when Ranger manages to get a hit while in corner. Useful as a fall back to any unexpected hit. Since the previously listed combo does not carry corner to corner, this combo can be used to travel a shorter distance, but in the opposite direction." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Spending MP for Damage", "text": "2A>5B>5S> dl.6S>4M,5S,2B>2S> dl.4S(1)6S~S,j.S MP neutral. Useful as a fallback when 4M hits too far Basic 4M combo for damage. Does not care about starter. If the opponent is not point blank range,6Sdoes not need to be delayed. As stated in the Combo Theory section, either of2Sand6Scan be used before4M." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Grenade Okizeme Corner Throw Combo", "text": "j.S,A+B, (G-14!)2B>2S> dl.4S(1)>6S~S,j.MM,j.S For tick-throws after2A, use5S>6Sinstead Ranger has the advantage of being one of the few characters in the game to have a combo off their grab, back into the same scenario before the grab and is the sole character to be able to do it without spending MP. He only needs a grenade set to confirm off his grab, which is commonly done at the end of his combos. For combos that end inj.Swithout eliminating white HP, Ranger must wait a small amount before grabbing his opponent; grabbing too early will result in them recovering before the grenade explodes. This small delay can easily be done by tapping the Guard button before attempting to grab. For combos that end inj.MM>j.S>j.Bin corner, the setup is autotimed such that running up and grabbing will allow the grenade to combo; even if they are hit by the fallingj.B." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Notes about the Ranger BnB :", "text": "While the BnB (Bread and butterA staple combo that is relatively simple and effective.) is not mandatory for Rangers to learn, it is vital to learn for Ranger's gameplan, especially since it threatens corner carry and damage to supplement the guard damage he does while zoning. For example, let us compare the pros and cons of the BnB versus the \"Spending MP for Damage\" route from the Basic Combos. Assuming that both combos start with5B>2B>2S: Pros of BnB: Carries corner to corner vs only half-screen Deals 378 vs 334 damage Cons of BnB: Easier to drop Works with less starters The cons of the BnB are negilible with enough practice while the pros are intergral to Ranger's gameplan. By learning the BnB, you can take advantage of Ranger's greatest strengths; corner pressure and the threat of grenade" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "BnB 1", "text": "Starter >214M> 9 >j.S> land, 66 >2S> dl.4S(1) >6S~(!j.S)dl.S> land,2B> (2S>) dl.4S(1) >6S~S,j.MM>j.S Notably doesn't work with most2Astarters other than2A>2S Ranger's basic BnB. Can be used with many starters, also deals more damage than the other variation. After throwing thej.S, have the opponent land on the later active frames of2S; otherwise, the opponent may not be close enough to hit with4S. Immediately after the4S(1) connects, cancel into6S. Thej.Sthrown out earlier will explode after the last hit of6S. If done correctly, the6SSshould hit the opponent on their way down from thej.Sexplosion. Continue with the optional2Sand finish the combo with any ender." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "BnB 2", "text": "Starter >214M> 66 >5S>6S(1)~(!4M)S> land,2B>2S>4S(1)6S~S>j.S Only learn this combo if you want to be completely optimal with Ranger Can be used with more starters than variation 1 (such as2A>2S>4S(1) >6S), in exchange for less damage and more specific spacing. While the exact timing and spacing is hard to get for the microdash framekill, mistiming will still lead to a combo as the6Swill combo into its later hits, but the overall damage will be less than the \"Spending MP for Damage\" basic combo." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Corner Grenade Starters", "text": "j.Ssetup, (j.B),2A>2S>214M> 9 (!j.S) > dl.j.S> land,2S> dl.6S~(!j.S)dl.S> land,2B>6S~S>j.S 312 (316 if j.B connects) damage, 1+ MP needed after setup Ifj.Bconnects, it's possible to go into BnB 1 instead of BnB 2. Some chracters can be popped out of the214Mby getting hit by the setup grenade. To prevent this, throw thej.SASAP so that the setup grenade disappears. j.Ssetup, (j.B),5S>6S>214M> 9 (!j.S) >j.S> land,2S,5S>6S~(!j.S)dl.S> land,2B>6S~S,j.MM>j.S 375 (368) damage, 1+ MP needed after setup Setup requires either delayj.Sor omit thej.MMso that5S>6Sconsistently reaches/ connects. 6S(1-2) can sometimes whiff; timing is still similar" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "Guard Break Setups", "text": "j.Ssetup,2A>2B>5S>4S> !j.S>214M, [5B>214M] x2 >5B>2B With the inclusion of the Indomitable Spirit mechanic, guard damage can be mitigated if timed correctly as well as pushback which is primarily prevalent during4S Even without using IS,Ghostblade,Launcher,Swift Master,Hitman, andCrusadercan always reach Ranger when MP flash happens, making it easier for them to escape the setup. Leads to2Sstarter combos due to the distance after Guard Break. (j.S,2A>2B>6S>4S(1) !G-14 >214M, 66 >214M, 66 9, )x2j.A>j.B,2A>2B>5S>6S>4S>5M !G-14 denotes grenade explosion. For people who are REALLY MP starved and are really good at ISing 4M's last hit. This string deals over double the max guard gauge in the game, so they will crack eventually." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Combos", "title": "Ranger", "section": "External References", "text": "Currently working on exporting these combos into dustloop: (Credit to Dakawalf for putting this together) https://docs.google.com/spreadsheets/d/11WRLEvg41lwDD-1lnPvTzem9wyAagFCALwC5Kcfwgfo/edit#gid=0" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Resources", "title": "Ranger", "section": "Intro", "text": "This page is Ranger's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Resources", "title": "Ranger", "section": "Documents", "text": "You can embed links to external documents or User Docs here. Cow's Ranger Cheatsheet (Has lots of info that needs to be transcripted to Dustloop)https://docs.google.com/spreadsheets/d/17saslw_0sTxjLd-IoQxaqsgHzM_OjNZiPCVWXmIsWng/edit?usp=sharing Community Doc of Ranger comboshttps://docs.google.com/spreadsheets/d/11WRLEvg41lwDD-1lnPvTzem9wyAagFCALwC5Kcfwgfo/edit#gid=0 Tables for 2S 214M counterplay, what 2Ms 2S 6M beats and the GCs that can beat 150 MP guard breakhttps://docs.google.com/spreadsheets/u/0/d/1UEtGsEownkqB4xRwGs8GNZnpPJrSFZ8SX3t1s9tOceU/htmlview" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Resources", "title": "Ranger", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Example of 100 MP and 150 MP guard break setups off grenade https://twitter.com/CowChower/status/1552573389948297217" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Resources", "title": "Ranger", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here. Message about 6SS jS oki options 6SS jM(1w) jS options below 6SS jS Assuming you've carried to corner, after 6SS jS, you're more plus, but the range you're at is unsafe against 2Ms (unless LW, GRP or GB lul) Meaty 2A Backdash Delay/ Shimmy into throw Run up jM Shimmy into block Meaties roll and at that range, if the opponent blocks, you can blockstring into 80MP guard crush or 150MP far guard crush Makes you safe against most DPs, but mainly creates space while still forcing pressure with grenade Requires the delay since They have throw invul for a short time after waking up and an immediate grab means that grenade won't combo after Used to throw bait for high damage. Can be more useful against certain DPs at higher heights. Normally, you want to be a bit higher than minimum height for jM throw bait, but with grenade covering you, it matters less since you don't need to convert with jM jB; you do jMM instead and grenade pops. On the other hand, jumping higher before jM can make it easier to call out people who late react with jump or to low crush certain DPs Used to bait people doing DP to ignore the mix. Doesn't have to be a shimmy, but the important part is calling out their DP. Even if the bait fails, you can still do late grab. Even though the grenade whiffs, Ranger oki post grab is still really scary 6SS jM(1w) jS jM(1w) means whiff first hit Differences between two enders; It gets rid of white life, meaning no conversion if they do something wild The jM pushes you back enough that 2A will safely meaty all but 5 DPs in the game Whiffing the first hit of jM lets you actually meaty roll; if you don't whiff the first hit, they can roll and while you can punish with grab, I don't think grenade lets you convert into another grenade While the meaty 2A is autotimed, this also means that you can't do the true 2A 5B 5S 6S pop 214M blockstring since you're too far. You'll have to sacrifice your meaty to run up and do 2A On the other hand, you can still threaten guard crush well since 2A 5B (rollable gap here) 2B 5S(whiffs against some characters) 2A 5B pop 214M is still very safe due to having the grenade by your feet. If they roll in after 5B, there's not much they can do about 2M since grenade covers recovery 6SS jMM jS Don't do this ever; you're AT LEAST -6 afterwards. You're sacrificing around 16 frames of advantage for the opportunity to spend 20 MP (+ 10 + 30 + 20 +...) to deal an additional 12 damage per repitition. If you're aiming to kill and it doesn't, don't throw jS; you're still plus if you land normally, but the more reps that you do, the less plus you are due to the increasing height" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Matchups", "title": "Swift Master", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Starter", "title": "Vanguard", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Resources", "title": "Enchantress", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable. This page is Enchantress's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Resources", "title": "Enchantress", "section": "Documents", "text": "You can embed links to external documents or User Docs here. Enchantress Combos by Mimorin (7/20/22) https://docs.google.com/document/d/1o7VxlPbK8FkNHtkRDcBDMo9UTB9Dv437JFVOVDS2flc/edit?usp=sharing" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Resources", "title": "Enchantress", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. 5A BnB https://twitter.com/UnsafeonHit/status/1541631168159911938 Tick throw into unblockable https://twitter.com/UnsafeonHit/status/1541630746342858752 5AA > 2B(1) xx 4MS --> 5A, 5A > 4S > dl 2S > 5MS > 2S > 2MP > j.S (> 2B > 4MS > Super) 5B Combo https://twitter.com/UnsafeonHit/status/1541634892974505984 Corner Blockstring(2B > 5S can be rolled/jumped/DP'd, doll 6MP leaves large gap) https://vxtwitter.com/7_ravn/status/1541922636002992129?s=20&t=ImapLhYo73RH_pgn-tr1tw Midscreen Safejump https://twitter.com/UnsafeonHit/status/1542023978897887234?s=20&t=l4tFwZHSpJ54ABd4dyydaA Corner Safejump, double overhead[OS Input: j.B~623S~MS~j.A] https://twitter.com/UnsafeonHit/status/1542007943582867457?s=20&t=l4tFwZHSpJ54ABd4dyydaA Kara Cancel mixup idea[5A > 5B > 2S > 5MS > 2A > 2B > 6MS > Conversion > Dash > 9~j.S~j.MS~2A https://twitter.com/SkeezerSays/status/1541884169365635073?t=ztT9b-zbn7d8EY7U3ECK1Q&s=19 85% Command Grab Combo https://twitter.com/SonicFox/status/1541989986035040257 DNF Duel Enchantress guard break set ups/ pressure concepts https://www.youtube.com/watch?v=xbTqAbwi_QsFirst guard break setup - 5A 5B 2B(1) 2S 5MS 2A 5B 5S 5MS 5B 2S 5MS 2A 5B 2B(2) 2M 4S 66 5B 6MS 2A 2B(1) 2S 5MS First guard break setup - 5A 5B 2B(1) 2S 5MS 2A 5B 5S 5MS 5B 2S 5MS 2A 5B 2B(2) 2M 4S 66 5B 6MS 2A 2B(1) 2S 5MS Enchantress Combo Guide https://www.youtube.com/watch?v=j1TjY8sL0do https://twitter.com/radiowave777/status/1543651641718497280?s=20&t=kmzYWjCYdN9j_3x7s1zxfQ Enchantress 101 Guide by Diaphone https://www.youtube.com/watch?v=FCvJ1KFZZgQ" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Resources", "title": "Enchantress", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here. Kara cancel command grab:4B>4MS Strong points to look more into: -Her 5B advancement range -6S conversion -5S 5Ms -2S (1hit) 5ms -5A 5B 2B 2s 5ms plus frames -madd 6ms for resetting pressure able to walk up , and madd 2ms for guard breaking, -j.s kara j.ms -5MS in general after any normal -command grab, auto timing set up into 4S combo start up into another 4S to force block -the tick throws into it. -madd action into roll through." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Frame_Data", "title": "Berserker", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Frame_Data", "title": "Berserker", "section": "Frenzy Cancel chart", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Starter", "title": "Kunoichi", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Frame_Data", "title": "Hitman", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Frame_Data", "title": "Grappler", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Resources", "title": "Crusader", "section": "Intro", "text": "This page is Crusader's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Resources", "title": "Crusader", "section": "Documents", "text": "You can embed links to external documents or User Docs here. TalesOfMrE's combo document:https://talesofmre.notion.site/talesofmre/Crusader-New-New-Testament-of-Optimal-Combos-760d0b5ffef54483a4df6b99abe9a2ce" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Resources", "title": "Crusader", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Resources", "title": "Crusader", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Frame_Data", "title": "Monk", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Frame_Data", "title": "Ghostblade", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Spectre", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Matchups", "title": "Battle Mage", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Starter", "title": "Swift Master", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.40", "title": "Version", "section": "Intro", "text": "v1.40Date Released:July 12, 2023 LinksOfficial Site" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.40", "title": "Version", "section": "New Content", "text": "A Slayer that uses the power of \"Ghost Fastener\" on the back of her hand to fight. Dominates the fight with a long attack range and great air mobility. Keeps the opponent at a distance, making it difficult to approach her. She has various strong long range attacks, great air mobility, and a buff skill that while active, allows her to use MP skills to cancel into other MP skills. Standardizes Blockstun, reduces pushback, and prevents guard gauge damage at the cost of taking chip damage as white life. Performs a backward dodge that shares the same invulnerability frame data as forward dodges, but with 7f more recovery. Added the \"Clear Cube\" system for weaker Awakening effects that activate at 50% life instead of 30%. Some characters received new Gold Cube awakening effects as their previous awakening became a Clear Cube awakening. Each effect varies per character. Awakening System Changes:Awakening Effects now activate when thetotalremaining of HP and white damage reaches a certain point or below (meaning you cannot enter awakening via guard cancel or chip damage) Awakening Effects now activate when thetotalremaining of HP and white damage reaches a certain point or below (meaning you cannot enter awakening via guard cancel or chip damage)" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.40", "title": "Version", "section": "Universal Changes", "text": "All characters exceptLaunchercan now cancel their5A,2A,5B,2Binto Grab. Guard Cancel Attacks (6B+Swhile guarding)NERFIncreased recoveries (added 3 more frames so it's -23 on block now instead of -20)Increased knockback rangeLowered the height of the launch on hit Increased recoveries (added 3 more frames so it's -23 on block now instead of -20) Increased knockback range Lowered the height of the launch on hit Guard GaugeREWORKEDIncreased the recovery speedReduced the maximum Guard Gauge of all characters Increased the recovery speed Reduced the maximum Guard Gauge of all characters 5B,2BMade the untech time consistent except for some characters2B on air opponent was 99F of untech time, now it's 70F on untech time (NERF)5B on air opponent was 30F of untech time, now it's 35F on untech time (BUFF) Made the untech time consistent except for some characters 2B on air opponent was 99F of untech time, now it's 70F on untech time (NERF) 5B on air opponent was 30F of untech time, now it's 35F on untech time (BUFF) j.ANERFMade the untech time consistent (j.A airtoair had an untech time of 25F before, now it's 30F) (BUFF)Increased damage scaling receivedAs a combo starter, increaed the combo time scaling received upon hit (Increased combo decay) Made the untech time consistent (j.A airtoair had an untech time of 25F before, now it's 30F) (BUFF) Increased damage scaling received As a combo starter, increaed the combo time scaling received upon hit (Increased combo decay) j.BMade the untech time consistent (j.B airtoair had an untech time variable depend of the character, now it's 40F for everyone) (BUFF cause it was less before) Made the untech time consistent (j.B airtoair had an untech time variable depend of the character, now it's 40F for everyone) (BUFF cause it was less before) Other Standard Attacks & SkillsReduced the extremely long untech time for some skills (999F of untech time are now 100F of untech time) Reduced the extremely long untech time for some skills (999F of untech time are now 100F of untech time)" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.40", "title": "Version", "section": "1.40 Character Changes", "text": "Guard Gauge reduced from 1200 to 1000NERF MP Recovery Speed reduced from 18/s to ??NERF 5BGuardMidStartup12RecoveryAdvantage-8REWORKEDReduced pushback on hit and block Reduced pushback on hit and block 5S(Ghost Slash)GuardMidStartup18Recovery33Advantage-13BUFFReduced pushback on hit Reduced pushback on hit 4S(Mountainous Wheel)GuardMidStartup25Recovery26Advantage-7BUFFCan now be cancelled intoj.2Swhile airborne Can now be cancelled intoj.2Swhile airborne j.2S(Ashe Fork)GuardMidStartup16Recovery35Advantage-REWORKEDIncreased hitstop durationReduced guard stun against landing (from ??f on block to ??f) Increased hitstop duration Reduced guard stun against landing (from ??f on block to ??f) 5M(Frenzy)GuardN/AStartup18RecoveryTotal 23AdvantageNERFIncreased the cooldown for MP recovery Increased the cooldown for MP recovery 5Mduring Frenzy (Bloody Twister))GuardMidStartup17RecoveryAdvantage+3NERFIncreased the combo time scaling received upon Projectile Hit as a combo starter (Higher combo decay)Increased the combo time scaling received upon the Vacuum portion connecting against the opponent during a combo Increased the combo time scaling received upon Projectile Hit as a combo starter (Higher combo decay) Increased the combo time scaling received upon the Vacuum portion connecting against the opponent during a combo 2M/623M(Raging Fury)GuardMidStartup16RecoveryAdvantage-40REWORKEDReduced the MP cost from 70 to 60Increased the cooldown for MP recovery Reduced the MP cost from 70 to 60 Increased the cooldown for MP recovery 6M/236M(Blood Sword)GuardMidStartup14RecoveryAdvantage+9BUFFThe first and second hit can now be jump cancelled on hit The first and second hit can now be jump cancelled on hit 4M/214M(Bloodlust)GuardThrow (170)Startup11Recovery23AdvantageBUFFCan now hit opponents during combosHas a fixed minimum damageReduced the cooldown for MP recovery Can now hit opponents during combos Has a fixed minimum damage Reduced the cooldown for MP recovery j.M(Outrage Break)GuardHigh, MidStartup27RecoveryAdvantage+4NERFIncreased the cooldown for MP recovery Increased the cooldown for MP recovery Guard Gauge reduced from 1300 to 1100NERF All standard attacks and SkillsBUFFIncreased the MP recovery on hit Increased the MP recovery on hit 5AAGuardMidStartup11Recovery31Advantage-10NERFReduced the guard stun (from -8f on block to -10F) Reduced the guard stun (from -8f on block to -10F) 5BGuardMidStartup14Recovery23Advantage+4BUFFLaunches the opponent higher after the ground bounce on hit (Now serves as a launch combo starter)Reduced knockback range on hitReduced damage scaling received Launches the opponent higher after the ground bounce on hit (Now serves as a launch combo starter) Reduced knockback range on hit Reduced damage scaling received j.BGuardHighStartup14RecoveryUntil landing+12AdvantageBUFFGreatly Increased the hitstun and guardstun (Now serves as a reliable combo starter)Reduced damage scaling receivedIncreased knockdown timeReduced the knockback rangeIncreased the landing recovery from 7f to 12fLaunches the opponent lower Greatly Increased the hitstun and guardstun (Now serves as a reliable combo starter) Reduced damage scaling received Increased knockdown time Reduced the knockback range Increased the landing recovery from 7f to 12f Launches the opponent lower 5S,j.S(Hammer of Repentance Grounded + Air)GuardMidStartup20Recovery35Advantage-10BUFFReduced the recovery from 45f to 35f (from -17f to -7f on block)Reduced damage scaling receivedCan now be cancelled with other Skills upon hit.Can now cancel into6Sand4Swhen blocked as well Reduced the recovery from 45f to 35f (from -17f to -7f on block) Reduced damage scaling received Can now be cancelled with other Skills upon hit.Can now cancel into6Sand4Swhen blocked as well Can now cancel into6Sand4Swhen blocked as well Lua error in Module:MMC at line 46: Could not find matching move (DNFD — Crusader: 2S).REWORKEDReduced the damage scaling received for the first hitIncreased the minimum damage for the second hit (downward hit)Increased the recovery from 25f to 29f Reduced the damage scaling received for the first hit Increased the minimum damage for the second hit (downward hit) Increased the recovery from 25f to 29f 6S(Flash Sphere)GuardMidStartup20RecoveryAdvantage-6REWORKEDReduced the damage scaling receivedIncreased the combo time scaling received upon hit during a combo Reduced the damage scaling received Increased the combo time scaling received upon hit during a combo 5M(Miracle Splitter)GuardMidStartup15Recovery64Advantage-14NERFThe second hit launches the opponent higherIncreased the damage scaling receivedIncreased the combo time scaling received upon the first hit when connecting as a combo starter The second hit launches the opponent higher Increased the damage scaling received Increased the combo time scaling received upon the first hit when connecting as a combo starter 2M/623M(Haptism)GuardMidStartup15RecoveryAdvantage-30NERFReduced the MP cost from 70 to 65Removed the Armor effect against low attacks Reduced the MP cost from 70 to 65 Removed the Armor effect against low attacks 6M/236M(Deflection Wall)GuardMidStartup22RecoveryTotal 45Advantage+12NERFIncreased the damageIncreased the white damage inflicted when guardedIncreased the untech timeIncreased the guard stun from 20f to 25fIncreased the start-up for the hurtboxIncreased the recovery (from 35f total to 45f)Reduced the duration of the wall after the hurtbox becomes activeIncreased the combo time scaling receivedIncreased the cooldown for MP recovery Increased the damage Increased the white damage inflicted when guarded Increased the untech time Increased the guard stun from 20f to 25f Increased the start-up for the hurtbox Increased the recovery (from 35f total to 45f) Reduced the duration of the wall after the hurtbox becomes active Increased the combo time scaling received Increased the cooldown for MP recovery 4M/214M(Grace of Lemidios)GuardMidStartup22RecoveryAdvantage-8REWORKEDIncreased the duration of the effect from 8 seconds to 12 secondsIncreases Defense during the effectReduced the cooldown for MP recoveryRemoved the Armor effectIncreased the Recovery from ??f to ??fDelayed the activation timing of the effect from 45f to 55(?)f Increased the duration of the effect from 8 seconds to 12 seconds Increases Defense during the effect Reduced the cooldown for MP recovery Removed the Armor effect Increased the Recovery from ??f to ??f Delayed the activation timing of the effect from 45f to 55(?)f Holy Shock (Lightning effect on attacks and skills during Grace)REWORKEDIncreased the minimum damageIncreased the untech timeReduced the knockback rangeReduced the damageReduced the white damage inflicted when guarded Increased the minimum damage Increased the untech time Reduced the knockback range Reduced the damage Reduced the white damage inflicted when guarded j.M(Spear of Victory)GuardMidStartup15RecoveryUntil landing+15AdvantageREWORKEDReduced the damage scaling received for the first hitIncreased the untech time against the second hitIncreased the cooldown for MP recoveryIncreased the MP cost from 30 to 50 Reduced the damage scaling received for the first hit Increased the untech time against the second hit Increased the cooldown for MP recovery Increased the MP cost from 30 to 50 j.4Mduring Grace of Lemidios (Apocalypse)GuardMidStartup200RecoveryAdvantageNERFThe orb immediately explodes upon receiving damage while the hitbox is activated.Reduced the damage scaling received for the explosion part.Increased the untech time against the explosion part.Increased the untech time against the lasers part.Reduced the White Damage inflicted when guarded.Reduced the Guard Gauge Damage. The orb immediately explodes upon receiving damage while the hitbox is activated. Reduced the damage scaling received for the explosion part. Increased the untech time against the explosion part. Increased the untech time against the lasers part. Reduced the White Damage inflicted when guarded. Reduced the Guard Gauge Damage. Guard Gauge reduced from 1150 to ????NERF 5AGuardMidStartup6Recovery19Advantage-4BUFFCan now be canceled into2A Can now be canceled into2A 5AAGuardMidStartup9Recovery19Advantage-3REWORKEDReduced the pushback on hit and block Reduced the pushback on hit and block 5BGuardMidStartup8Recovery20Advantage-4REWORKEDReduced the knockback range Reduced the knockback range 5S(Lethal Punto)GuardMidStartup14Recovery26Advantage-8BUFFCan now be cancelled into2Sonce per combo Can now be cancelled into2Sonce per combo 5[S](Lethal Punto (Hold))GuardMidStartup14Recovery26Advantage-8BUFFCan now be cancelled into2Sonce per combo Can now be cancelled into2Sonce per combo 2S(Shield Uppercut)GuardMidStartup13Recovery28Advantage-10BUFFCan now be cancelled into5Sonce per comboMoved up the time window for jump cancel (earlier)Increased the guardstun (from -12f on block to -10f) Can now be cancelled into5Sonce per combo Moved up the time window for jump cancel (earlier) Increased the guardstun (from -12f on block to -10f) 6S(Sky Break)GuardMidStartup22Recovery12Advantage+3BUFFIncreased the guardstun (from -1f on block to +3f)Reduced the knockback range Increased the guardstun (from -1f on block to +3f) Reduced the knockback range 4S(Finish!)GuardMidStartup28RecoveryUntil Landing + 25Advantage-12REWORKEDReduced the knockback rangeThe first hit now knocks back the opponent far downward Reduced the knockback range The first hit now knocks back the opponent far downward j.S(Knuckle Blaster)GuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4REWORKEDMoved up the cancel time window forj.M(earlier)Increased the landing recovery Moved up the cancel time window forj.M(earlier) Increased the landing recovery Swhile Summon Astra (Dragon Fang)GuardMidStartup58 after 5MRecovery-Advantage~+60NERFReduced the minimum damageIncreased the cooldown for MP recovery Reduced the minimum damage Increased the cooldown for MP recovery 2M/623M(Dragon Smash)GuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49NERFReduced the guard stun for the first hit Reduced the guard stun for the first hit 6M/236M(Dragon Warrior Princes)GuardMidStartup20Recovery24Advantage-8NERFReduced the Attack Duration (active frames..?)\\ Reduced the Attack Duration (active frames..?)\\ j.M(Dragon Wing)GuardMidStartup29Recovery-Advantage-BUFFMoved up the time window for various follow-up actions Moved up the time window for various follow-up actions j.M~4/5M(Boost Wing)Guard-Startup9Recovery0Advantage-BUFFMoved up the time window for various follow-up options Moved up the time window for various follow-up options Guard Gauge reduced from 1150 to ????NERF 5AAGuardMidStartup9Recovery20Advantage-5BUFFCan now be jump cancelledReduced pushback on block Can now be jump cancelled Reduced pushback on block 2S(Madd, it's Time to Dance!)GuardMidStartup14Recovery36Advantage-22, [-6], {-17}BUFFCan now be dash cancelled on hit (Enchantress' hit) Can now be dash cancelled on hit (Enchantress' hit) Lua error in Module:MMC at line 57: Image not found.BUFFCan now be canceled with5Mandj.Meven on whiffReduced the hitstop of the explosion part, except when charged to maximum level Can now be canceled with5Mandj.Meven on whiff Reduced the hitstop of the explosion part, except when charged to maximum level j.M(Airborne Showtime & And Scene)Guard-Startup0Recovery15Advantage-NERFIncreased the recovery from ~12f to ~20f Increased the recovery from ~12f to ~20f Guard Gauge reduced from 1150 to ????NERF j.BGuardHighStartup10RecoveryUntil landing+3AdvantageREWORKEDIncreased the size of the early hitbox inwardReduced the lower hitbox Increased the size of the early hitbox inward Reduced the lower hitbox 5S(Ultimate Phantom Slash)GuardAllStartup15Recovery16Advantage-21NERFReduced the guardstun for the third and fourth hit (from -20f on block to -21f) Reduced the guardstun for the third and fourth hit (from -20f on block to -21f) 6S(Drive Slash)GuardAllStartup15RecoveryAdvantage-20REWORKEDReduced the damage scaling receivedIncreased the combo time scaling when used as a combo starter Reduced the damage scaling received Increased the combo time scaling when used as a combo starter 6SSS(Drive Slash (3rd hit))GuardAllStartup11RecoveryAdvantageN/ANERFIncreased the combo time scaling when used as part of a combo Increased the combo time scaling when used as part of a combo j.S(Cross Slash)GuardHigh then AllStartup29RecoveryUntil landing+20Advantage+4NERFThe second hit launches the opponent lower The second hit launches the opponent lower 5M(Ghost: Single Strike)GuardAllStartup21RecoveryAdvantage-3(point blank)BUFFMoved up the cancel time window for2M(earlier) Moved up the cancel time window for2M(earlier) 5M(Dyad: Soul CrossGuardAllStartupRecoveryAdvantage-12BUFFIncreased the damage for the second hitCan now be jump cancelled on hit and block (+15 on block) Increased the damage for the second hit Can now be jump cancelled on hit and block (+15 on block) 6M/236M(Ghost: Sky Slash)GuardAllStartup22RecoveryAdvantage+7, +45BUFFIncreased the untech time against the first hitMoved up the cancel time window for2M(earlier) Increased the untech time against the first hit Moved up the cancel time window for2M(earlier) 4M/214M(Ghost: Phantom Wind)GuardAllStartup40RecoveryAdvantage+BUFFMoved up the cancel time window for2M(earlier) Moved up the cancel time window for2M(earlier) Guard Gauge reduced from 1250 to ????NERF 5S & 5[S](Fling)GuardThrowStartup12RecoveryAdvantageN/ABUFFCan be cancelled with4Son hit Can be cancelled with4Son hit 6S(Neck Snap (Standard))GuardMidStartup20RecoveryAdvantage+4BUFFReduced the damage scaling received for the first and second hitsIncreased the untech time against the first and second hitsCan now be cancelled into5Sand4SIncreased the MP recovery on hit Reduced the damage scaling received for the first and second hits Increased the untech time against the first and second hits Can now be cancelled into5Sand4S Increased the MP recovery on hit 6[S](Neck Snap (Hold))GuardMidStartup35RecoveryAdvantage+10BUFFReduced the damage scaling received for the first hitIncreased the untech time against the first hitCan now be cancelled into5Sand4SIncreased the MP recovery on hit Reduced the damage scaling received for the first hit Increased the untech time against the first hit Can now be cancelled into5Sand4S Increased the MP recovery on hit 6M/236M(Shoulder Tackle (Standard))GuardMidStartup24RecoveryAdvantage-8~+1REWORKEDReduced the damage scalingIncreased combo time scaling when used as a combo starter Reduced the damage scaling Increased combo time scaling when used as a combo starter 6[M]/236[M](Shoulder Tackle (Hold))GuardMidStartup40RecoveryAdvantage-7~+6REWORKEDReduced the damage scalingReduced the untech timeIncreased combo time scaling Reduced the damage scaling Reduced the untech time Increased combo time scaling 4[M]/214[M](Break Down (Hold))GuardThrow (250)Startup26Recovery32AdvantageBUFFReduced the startup from 28f to 26fIncreased damage inflicted when used in a comboReduced the damage scaling Reduced the startup from 28f to 26f Increased damage inflicted when used in a combo Reduced the damage scaling j.M(Aerial Break Down (Both versions))GuardStartup10RecoveryUntil landing+7AdvantageBUFFIncreased damage inflicted when used in a comboIncreased the minimum damage Increased damage inflicted when used in a combo Increased the minimum damage Guard Gauge reduced from 1200 to ????NERF j.BGuardHighStartup10RecoveryUntil landing+3AdvantageVariesNERFReduced the hitboxIncreaed the pushback on blockReduced the hitstun Reduced the hitbox Increaed the pushback on block Reduced the hitstun 6S(Agile Maneuver)GuardAllStartup18RecoveryAdvantage-8BUFFThe first hit can now be jump cancelled on hitIncreased the untech time of the first hitThe first hit launches the opponent higher The first hit can now be jump cancelled on hit Increased the untech time of the first hit The first hit launches the opponent higher j.S(Dead Six)GuardHigh, AllStartup18RecoveryUntil landing+5AdvantageVariesREWORKEDIncreased the untech timeLaunches the opponent higherIncreased the landing recovery from 5f to 10f Increased the untech time Launches the opponent higher Increased the landing recovery from 5f to 10f 2M/623M(Bill Drill)GuardAllStartup12RecoveryAdvantage-33NERFCan be canceled with Shattering Strike upon hit/guard while Awakening Effect 'Battle Command' is activated. (Whiff cancel removed) Can be canceled with Shattering Strike upon hit/guard while Awakening Effect 'Battle Command' is activated. (Whiff cancel removed) 2M/236M(Caracole)GuardAllStartup15RecoveryAdvantage+2BUFFThe strike portion can now be jump cancelled on hit or block. (Hitman is +41 if the opponent respects the projectile on jump cancel) The strike portion can now be jump cancelled on hit or block. (Hitman is +41 if the opponent respects the projectile on jump cancel) j.M(Helix Dive)GuardAllStartup18RecoveryAdvantage+3BUFFIncreased the untech time against the multihit portionReduced the guardstun for the last hit (from -3f on block to +3f - either translation error or previousj.Mblock data was wrong) Increased the untech time against the multihit portion Reduced the guardstun for the last hit (from -3f on block to +3f - either translation error or previousj.Mblock data was wrong) 5MafterMSmoves (Shattering Strike)GuardAllStartupVariesRecoveryAdvantage-5NERFIncreased the combo time scaling received upon the last hit during a comboShattering Strike (Battle Command) into2Sis no longer a possible combo route as the first hit causes the second to drop, while only connecting with the second hit launches too high for any followups before the opponent can tech. Increased the combo time scaling received upon the last hit during a comboShattering Strike (Battle Command) into2Sis no longer a possible combo route as the first hit causes the second to drop, while only connecting with the second hit launches too high for any followups before the opponent can tech. Shattering Strike (Battle Command) into2Sis no longer a possible combo route as the first hit causes the second to drop, while only connecting with the second hit launches too high for any followups before the opponent can tech. Guard Gauge reduced from 1150 to ????NERF 2AGuardLowStartup7Recovery19Advantage-1BUFFIncreased the guardstun (from -4f on block to -3f) Increased the guardstun (from -4f on block to -3f) 5BGuardMidStartup16Recovery17Advantage+1BUFFIncreased the guardstun (from 0 on block to +1f)Reduced the hurtbox Increased the guardstun (from 0 on block to +1f) Reduced the hurtbox 2BGuardLowStartup18Recovery24Advantage-4BUFFIncreased the guardstun (from -9f on block to -3f) Increased the guardstun (from -9f on block to -3f) 5S(Punishing Cross)GuardMidStartup16Recovery22Advantage-2BUFFIncreased the guardstun (from -5f on block to -3f) Increased the guardstun (from -5f on block to -3f) 2S(Rising Cut)GuardMidStartup20Recovery20Advantage-8BUFFIncreased the guardstun (from -7f on block to -8f (previous data was wrong or patchnote has an error) Increased the guardstun (from -7f on block to -8f (previous data was wrong or patchnote has an error) 6S(Cut-in Dash)Guard-Startup0Recovery25Advantage-BUFFMoved up the cancel time window when canceling with another skill Moved up the cancel time window when canceling with another skill 4S(Flege's Essence)GuardMidStartup34Recovery17Advantage-7BUFFMoved up the cancel time window for6S Moved up the cancel time window for6S 5M(Flege's Firebomb)GuardMidStartup45Recovery10*Advantage+37NERFIncreased the cooldown for MP recovery Increased the cooldown for MP recovery 6M/236M(Summary Justice)GuardMidStartup18Recovery21Advantage±0REWORKEDCan now be jump cancelled on hit and block on all hitsOn block, first hit jc is +20f, second hit is +24f, third is +27fIncrease the damage for the third hitReduced the damage for the first hitReduced the minimum damage for the first and second hitReduced the guardstun for the second and third hit Can now be jump cancelled on hit and block on all hitsOn block, first hit jc is +20f, second hit is +24f, third is +27f On block, first hit jc is +20f, second hit is +24f, third is +27f Increase the damage for the third hit Reduced the damage for the first hit Reduced the minimum damage for the first and second hit Reduced the guardstun for the second and third hit 4M/214M(Burning Wheel)GuardMidStartup40Recovery30*Advantage+166NERFIncreased the recovery (from Total 60f to 70f) Increased the recovery (from Total 60f to 70f) j.M(God's Wrath)GuardMidStartup12Recovery26Advantage-1REWORKEDReduced the combo time scaling on the last hitIncreased combo time scaling when used as a combo starter Reduced the combo time scaling on the last hit Increased combo time scaling when used as a combo starter Guard Gauge reduced from 1150 to ????NERF 5AGuardAllStartup6Recovery16Advantage-3REWORKEDIncreased the pushback on guard Increased the pushback on guard 2AGuardLowStartup5Recovery21Advantage-10NERFReduced the guardstun (from -9f on block to -10f) Reduced the guardstun (from -9f on block to -10f) 2BGuardLowStartup11Recovery21Advantage-5REWORKEDIncreased the guardstun (from -8f on block to -7f)Increased the pushback on guard Increased the guardstun (from -8f on block to -7f) Increased the pushback on guard 5S(Flame Cut)GuardAllStartup14, 28Recovery26Advantage-7REWORKEDReduced the recovery from ??f to ??fIncreased the untech time against the second hitIncreased the pushback on guardReduced the guardstun for the second hit (from -10 to -7f) Reduced the recovery from ??f to ??f Increased the untech time against the second hit Increased the pushback on guard Reduced the guardstun for the second hit (from -10 to -7f) j.S(Aerial Kunai Throw)GuardAllStartup15RecoveryUntil landing+15Advantage-BUFFIncreased the damage (from 30x3 to 50x3) Increased the damage (from 30x3 to 50x3) 5M(Fire Art: Fireball (Standard))GuardAllStartup21Recovery15Advantage-2BUFFReduced the recovery (from ??f on block to -2f)Reduced the knockback range and height of the launch for the multi-hit attack.Reduced the knockback range and increased the height of the launch for the last hit.Now connects against knocked down opponents (OTG) Reduced the recovery (from ??f on block to -2f) Reduced the knockback range and height of the launch for the multi-hit attack. Reduced the knockback range and increased the height of the launch for the last hit. Now connects against knocked down opponents (OTG) 5[M](Fire Art: Fireball (Nin Bound))GuardAllStartup21Recovery15Advantage-2BUFFReduced the recovery (from +2 on block to +4)Can now be cancelled into4S(Ninpo Log Clone)Guard-Startup6Recovery15Advantage-Now connects against knocked down opponents (OTG) Reduced the recovery (from +2 on block to +4) Can now be cancelled into4S(Ninpo Log Clone)Guard-Startup6Recovery15Advantage- Now connects against knocked down opponents (OTG) 2/623M(Heavenly Fire Blast (Standard))GuardAllStartup15Recovery59Advantage-16*BUFFIncreased the hitstop duration for the hit part Increased the hitstop duration for the hit part 2[M]/623[M](Heavenly Fire Blast (Nin Bound))GuardAllStartup45 [35]Recovery25[Air](+15 Landing)Advantage-16*BUFFIncreased the damage of the first hit from 80 to 100.Increased the White Damage inflicted when guardedCan now take actions while airborneSignificantly reduced the damage scalingCan now be canceled into4S Increased the damage of the first hit from 80 to 100. Increased the White Damage inflicted when guarded Can now take actions while airborne Significantly reduced the damage scaling Can now be canceled into4S 6M/236M(Flame Tornado)GuardAllStartup30Recovery50Advantage+120BUFFReduced the minimum damage from a certain part of the multi-hit attack.Increased the combo time scaling received upon the last hit during a combo.Nin-bound version can now be cancelled into4S Reduced the minimum damage from a certain part of the multi-hit attack. Increased the combo time scaling received upon the last hit during a combo. Nin-bound version can now be cancelled into4S 4M/214M(Toad Oil Bomb (Standard))GuardAllStartup31 ~ 34Recovery6Advantage+12 ~ +15NERFReduced hitstop duration of the toadThe opponent no longer staggers upon hit on the ground but receives a normal hit.Increased the recoveryIncreased combo time scaling when used as a combo starterIncreased the cooldown for MP recovery Reduced hitstop duration of the toad The opponent no longer staggers upon hit on the ground but receives a normal hit. Increased the recovery Increased combo time scaling when used as a combo starter Increased the cooldown for MP recovery 4[M]/214[M](Toad Oil Bomb (Nin Bound))GuardAllStartup61 ~ 64 [51 ~ 54]Recovery6Advantage+17 ~ +20REWORKEDReduced hitstop duration of the toadIncreased the recoveryIncreased combo time scaling when used as a combo starterIncreased the cooldown for MP recoveryCan now be canceled into4S Reduced hitstop duration of the toad Increased the recovery Increased combo time scaling when used as a combo starter Increased the cooldown for MP recovery Can now be canceled into4S j.M(Flying Shuriken (Standard))GuardAllStartup15Recovery35Advantage-9 ~ +12BUFFReduced the MP cost when activated (from 50 to 40 total, initial cost to 10 (from 20?)) Reduced the MP cost when activated (from 50 to 40 total, initial cost to 10 (from 20?)) j.[M](Flying Shuriken (Nin Bound))GuardAllStartup45 [35]Recovery31Advantage±0 ~ +29BUFFReduced the MP cost when activated (from 50 to 35 total, initial cost to 10 (from 20?))Increased the guardstun of the explosion part Reduced the MP cost when activated (from 50 to 35 total, initial cost to 10 (from 20?)) Increased the guardstun of the explosion part Burning StigmaGuardAllStartup150Recovery-Advantage-NERFIncreased the damage scalingReduced untech timeIncreased combo time scaling received when hit as a combo starter Increased the damage scaling Reduced untech time Increased combo time scaling received when hit as a combo starter Guard Gauge reduced from 1150 to ????NERF 5AAGuardAllStartup12Recovery28Advantage-10NERFIncreased the recovery from 25f to 28f Increased the recovery from 25f to 28f 2AGuardLowStartup7Recovery22Advantage-6NERFIncreased the recovery from 19f to 22f Increased the recovery from 19f to 22f 5BGuardAllStartup17Recovery39Advantage-23REWORKEDCan now be canceled into4S,5Sand6SIncreased the recovery from 29f to 39f Can now be canceled into4S,5Sand6S Increased the recovery from 29f to 39f 5S(Steyr AMR)GuardAllStartup22Recovery34Advantage-4~+29BUFFCan now be cancelled into2S,4S, and6SLaunches the opponent lower Can now be cancelled into2S,4S, and6S Launches the opponent lower 2S(FM-31 Grenade Launcher)GuardAllStartup16Recovery31Advantage-6REWORKEDCan now be cancelled into4Sand6SIncreased the combo time scaling received upon the second hit during a combo Can now be cancelled into4Sand6S Increased the combo time scaling received upon the second hit during a combo 5M(Charge Laser Rifle)GuardAllStartup20Recovery31Advantage-8BUFFReduced the cooldown for MP Recovery Reduced the cooldown for MP Recovery 2M/623M(BBQ)GuardAllStartup18Recovery45Advantage-32BUFFReduced the cooldown for MP Recovery Reduced the cooldown for MP Recovery 5M/236M(X-1 Extruder)GuardAllStartup30Recovery39Advantage+38~+48NERFIncreased hitstop durationIncreased the cooldown for MP recoveryIncreased the combo time scaling when used as a combo starter Increased hitstop duration Increased the cooldown for MP recovery Increased the combo time scaling when used as a combo starter 4M/214M(FM-92 mk2 Lancer)GuardAllStartup30Recovery16Advantage+13~+34BUFFReduced the MP cost from 40 to 35Reduced the recovery from 26f to 16fEnlarged the hitbox of projectiles when hitting the ground Reduced the MP cost from 40 to 35 Reduced the recovery from 26f to 16f Enlarged the hitbox of projectiles when hitting the ground Guard Gauge reduced from 1250 to ????NERF 5AGuardAllStartup7Recovery13Advantage-2BUFFReduced the recovery from 15f to 13f (-4 to -2 on block) Reduced the recovery from 15f to 13f (-4 to -2 on block) 5AAGuardAllStartup13Recovery16Advantage+2BUFFReduced the recovery from 18f to 16f (0 to +2 on block) Reduced the recovery from 18f to 16f (0 to +2 on block) 2AGuardLowStartup11Recovery15Advantage0BUFFReduced the recovery from 18f to 15f (-3 to 0 on block) Reduced the recovery from 18f to 15f (-3 to 0 on block) 5BGuardAllStartup12Recovery20Advantage+1BUFFReduced the recovery from 24f to 20f (-2 to +1 on block) Reduced the recovery from 24f to 20f (-2 to +1 on block) 2BGuardLowStartup15Recovery17Advantage-6BUFFLaunches the opponent higher Launches the opponent higher 5S(Mysterious Slash)GuardAllStartup22Recovery30Advantage-8BUFFCan now be jump cancelled Can now be jump cancelled j.S(Mysterious Slash (airborne))GuardAllStartup22Recovery-29Advantage+11REWORKEDCan now be cancelled intoj.Aandj.B, even on whiffIncreased the untech timeNow staggers grounded opponents on counter hitLaunches the opponent higherIncreased the landing recoveryReduced the hitstun and guardstun Can now be cancelled intoj.Aandj.B, even on whiff Increased the untech time Now staggers grounded opponents on counter hit Launches the opponent higher Increased the landing recovery Reduced the hitstun and guardstun j.2S(Mysterious Sphere)GuardAllStartup24RecoveryTotal 38AdvantageBUFFReduced the recovery from total 38f to ??f Reduced the recovery from total 38f to ??f 6S(Phase Shift)GuardAllStartup20Recovery42Advantage-25NERFIncreased the recovery from 38f to ??Reduced the guard stun (with the recovery nerf, from -18f on block to -25f) Increased the recovery from 38f to ?? Reduced the guard stun (with the recovery nerf, from -18f on block to -25f) 5M(Vanish Cutter)GuardAllStartup15Recovery39Advantage-22NERFIncreased combo time scaling when used as a combo starter Increased combo time scaling when used as a combo starter 6M/236M(Mysterious Pierce)GuardAllStartup30Recovery16Advantage+9NERFIncreased combo time scaling when used as a combo starterIncreased combo time scaling received for the last hit Increased combo time scaling when used as a combo starter Increased combo time scaling received for the last hit 4M/214M(Vanish Strike)GuardAllStartup28Recovery29Advantage-4NERFIncreased combo time scaling when used as a combo starter Increased combo time scaling when used as a combo starter j.M(Dominate)GuardAllStartup15Recovery9AdvantageBUFFCan now take airborne actions on hit Can now take airborne actions on hit Guard Gauge reduced from 1150 to ????NERF 5AGuardMidStartup12RecoveryAdvantage-10~-3BUFFCan be forward dash and backdash cancelled, even on whiffReduced the damage scaling Can be forward dash and backdash cancelled, even on whiff Reduced the damage scaling 5AAGuardMidStartupRecoveryAdvantage-13~-6BUFFReduced the damage scaling Reduced the damage scaling 2AGuardLowStartup7RecoveryAdvantage-6BUFFCan now cancel into5A Can now cancel into5A 5BGuardMidStartup16Recovery28Advantage-12~-4BUFFIncreased hitstop durationIncreased input window for cancels Increased hitstop duration Increased input window for cancels 2BGuardMidStartup15Recovery32Advantage-18~-10BUFFIncreased hitstop durationIncreased input window for cancels Increased hitstop duration Increased input window for cancels 5S(Mach Kick)GuardMidStartup10RecoveryAdvantage-3BUFFReduced the damage scaling Reduced the damage scaling 6S(Windmill)GuardMidStartup14RecoveryAdvantage-8BUFFCan now be canceled into4Sonce per combo Can now be canceled into4Sonce per combo 4S(Triple Tap)GuardMidStartup15RecoveryAdvantage-7BUFFCan now be canceled into6Sonce per comboReduced the damage scaling received for the first hitReduce the guardstun for the shootiung portion of the move (from -4f on block to -7f) Can now be canceled into6Sonce per combo Reduced the damage scaling received for the first hit Reduce the guardstun for the shootiung portion of the move (from -4f on block to -7f) 5M(Suppressive Barrage)GuardMidStartup15RecoveryAdvantage-10BUFFIncreased the damage of the last hit (all versions)1st Barrage end from 70 to 802nd Barrage end from 110 to 1303rd barrage end from 120 to 150 Increased the damage of the last hit (all versions)1st Barrage end from 70 to 802nd Barrage end from 110 to 1303rd barrage end from 120 to 150 1st Barrage end from 70 to 80 2nd Barrage end from 110 to 130 3rd barrage end from 120 to 150 4M/214M(Death Hawk)GuardMidStartup30RecoveryAdvantage+62REWORKEDReduced the damage scaling for the multi-hit attackReduced the damage of the multi-hit attack Reduced the damage scaling for the multi-hit attack Reduced the damage of the multi-hit attack Guard Gauge reduced from 1150 to ????NERF 5AGuardAllStartup5Recovery13Advantage+1BUFFReduced the recovery (from 14f to 13f)Increased the guardstun (with recovery change, from -2f on block to +1f) Reduced the recovery (from 14f to 13f) Increased the guardstun (with recovery change, from -2f on block to +1f) 5AAGuardAllStartup7Recovery14Advantage+1BUFFReduced the recovery (from 16f to 14f, from -1f to +1f on block) Reduced the recovery (from 16f to 14f, from -1f to +1f on block) 2AGuardLowStartup6Recovery14Advantage-1BUFFReduced the recovery (from 15f to 12f, from -3f to 0f on block) Reduced the recovery (from 15f to 12f, from -3f to 0f on block) 5S(Tiger Chain Strike)GuardAllStartup14Recovery24Advantage-8,5SS(Tiger Chain Bash)GuardAllStartup7,20Recovery24Advantage-7,2S(Muse's Uppercut)GuardAllStartup12Recovery34Advantage-18,4S(Low Kick)GuardLowStartup14Recovery15Advantage+1BUFFCan be cancelled with various MP skills even on whiff Can be cancelled with various MP skills even on whiff 5M(Shadowless Kick)GuardLow, AllStartup8Recovery22Advantage-3NERFReduced the white damage inflicted while guardedIncreased the MP cost Reduced the white damage inflicted while guarded Increased the MP cost 2M/623M(Rising Fist)GuardAllStartup9RecoveryUntil Landing + 17 LandingAdvantage-53REWORKEDIncreased the invulnerability frames from 1-9f to ??fIncreased the cooldown for MP recovery Increased the invulnerability frames from 1-9f to ??f Increased the cooldown for MP recovery 6M/236M(Mountain Pusher)GuardAllStartup18Recovery28Advantage-8NERFIncreased the combo time scaling when used as a combo starterIncreased the cooldown for MP recovery Increased the combo time scaling when used as a combo starter Increased the cooldown for MP recovery 4M/214M(One Inch Punch)GuardAllStartup29Recovery13Advantage+4NERFReduced the guard gauge damage Reduced the guard gauge damage j.M(Torando Kick)GuardAllStartup18Recovery11 + 2 LandingAdvantage-NERFReduced the White Damage inflicted when guardedIncreased the cooldown for MP recovery Reduced the White Damage inflicted when guarded Increased the cooldown for MP recovery Guard Gauge reduced from 1150 to ????NERF Increased MP recovery speed from 11/s to ??/sBUFF 5AGuardMidStartup7Recovery15Advantage-5Increased pushback on guard Increased pushback on guard 5AAGuardMidStartup7Recovery19Advantage-7NERFIncreased pushback on guardIncreased the recovery (from 17f to ??f)Reduced the guardstun (With recovery change, from -3f to -7f on block) Increased pushback on guard Increased the recovery (from 17f to ??f) Reduced the guardstun (With recovery change, from -3f to -7f on block) 2AGuardMidStartup6Recovery20Advantage-9NERFIncreased pushback on guardIncreased the recovery (from 18f to ??f)Reduced the guardstun (With recovery change, from -6f to -9f on block) Increased pushback on guard Increased the recovery (from 18f to ??f) Reduced the guardstun (With recovery change, from -6f to -9f on block) j.AGuardHighStartup7Recovery15 + 2 LandingAdvantage-5~+12NERFIncreased pushback on guard Increased pushback on guard 5BGuardMidStartup9Recovery29Advantage-17NERFIncreased the recovery from (25f to ??f)Reduced the guardstun (With recovery change, from -11f to -17f on block) Increased the recovery from (25f to ??f) Reduced the guardstun (With recovery change, from -11f to -17f on block) 2BGuardLowStartup10Recovery31Advantage-17NERFIncreased pushback on guardIncreased the recovery from 28f to 31f (from -14f to -17f on block) Increased pushback on guard Increased the recovery from 28f to 31f (from -14f to -17f on block) j.BGuardHighStartup9Recovery20 + 3 LandingAdvantage-6~+15NERFIncreased pushback on guard Increased pushback on guard 5S(Wind Blaster)GuardMidStartup16Recovery31Advantage-16REWORKEDCan now be jump cancelled even on guardReduced pushback on guardIncreased the recovery from 26f to 31f (from -11 to -16 on block) Can now be jump cancelled even on guard Reduced pushback on guard Increased the recovery from 26f to 31f (from -11 to -16 on block) j.S(Aerial Wind Blaster)GuardAllStartup16Recovery36 + 7 LandingAdvantage-21REWORKEDIncreased the pushback on guardIncreased the landing recovery Increased the pushback on guard Increased the landing recovery 2S(Wind Upper)GuardMidStartup15Recovery20 + 5 LandingAdvantage-5NERFIncreased the pushback on guardReduced the guardstun (from -2f on block to -5f)Can now be performed airborne withj.2S Increased the pushback on guard Reduced the guardstun (from -2f on block to -5f) Can now be performed airborne withj.2S 6S(Sweeping Wind)GuardAllStartup14Recovery52Advantage-14BUFFIncreased the input time window to jump cancelIncreased the pushback on guard Increased the input time window to jump cancel Increased the pushback on guard ]S[(Storm Strike)GuardAllStartup25Recovery33Advantage-5REWORKEDCan now be canceled into6Sand4SIncreased recovery from 20f to 47fIncreased guardstun (With recovery changes, from +3f to -5f on block)Increased the knockdown timeIncreased the pushback on guardIncreased the combo time scaling Can now be canceled into6Sand4S Increased recovery from 20f to 47f Increased guardstun (With recovery changes, from +3f to -5f on block) Increased the knockdown time Increased the pushback on guard Increased the combo time scaling 2M/623M(Eye of the Storm)GuardAllStartup18Recovery47Advantage-29BUFFCan now be canceled into6M(Wind Orb)Guard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-on hit or guard during Awakening. Can now be canceled into6M(Wind Orb)Guard-Startup16 (6M)9 + 5 Landing (j.6M)Recovery20Advantage-on hit or guard during Awakening. Guard Gauge reduced from 1200 to ????NERF 5BGuardAllStartup12Recovery20Advantage-7BUFFCan now be jump cancelledIncreased the hitstun (from 0 to +30 on hit) Can now be jump cancelled Increased the hitstun (from 0 to +30 on hit) 5SGuardAllStartup15RecoveryAdvantage-5BUFFCan now be jump cancelled (+20 on jump cancel) Can now be jump cancelled (+20 on jump cancel) 6S&j.S(G-Bomb)GuardAllStartup15RecoveryAdvantage-8~+14REWORKEDIncreased hitstop durationIncreased combo time scaling on hit Increased hitstop duration Increased combo time scaling on hit 5M(Igniting Slash)GuardAllStartup18Recovery17Advantage-2NERFIncreased the MP cost from 20 to 30 Increased the MP cost from 20 to 30 5MM(Igniting Slash 2nd hit)GuardAllStartup17Recovery25Advantage-4BUFFCan now be dash canceled on hitReduced the MP cost from 20 to 15 Can now be dash canceled on hit Reduced the MP cost from 20 to 15 5MMM(Igniting Slash 3rd hit)GuardAllStartup34Recovery21Advantage+1REWORKEDCan now be dash canceled (+19 on block)Reduced the damage scalingReduced the MP cost from 20 to 10Increased the combo time scaling received when used as a combo starter Can now be dash canceled (+19 on block) Reduced the damage scaling Reduced the MP cost from 20 to 10 Increased the combo time scaling received when used as a combo starter 2M/623M(Perfect Batting)GuardAllStartup16RecoveryAdvantage-26BUFFCan be cancelled into6M(Get on Fire 2nd)GuardAllStartupRecoveryAdvantage-19on hit or guard during \"Handle Explosives\" Awakening effect Can be cancelled into6M(Get on Fire 2nd)GuardAllStartupRecoveryAdvantage-19on hit or guard during \"Handle Explosives\" Awakening effect 6M/236M(Get on Fire)GuardAllStartup26RecoveryAdvantage-17BUFFReduced the MP cost from 60 to 45 Reduced the MP cost from 60 to 45 6M~M/236M~M(Get on Fire 2nd)GuardAllStartupRecoveryAdvantage-19BUFFReduced the MP cost from 20 to 15 Reduced the MP cost from 20 to 15 4M/214M(Oppression)GuardAllStartup18RecoveryAdvantage-23NERFIncreased the MP cost from 50 to 60Increased the cooldown for MP recoveryIncreased the combo time scaling when used as a combo starter Increased the MP cost from 50 to 60 Increased the cooldown for MP recovery Increased the combo time scaling when used as a combo starter j.M(Disastrous Quake)GuardHighStartup28RecoveryAdvantage+3NERFIncreased the MP cost from 30 to 45Increased the cooldown for MP recoveryReduced the untech time against the second hitIncreased the combo time scaling upon the last hit during a combo Increased the MP cost from 30 to 45 Increased the cooldown for MP recovery Reduced the untech time against the second hit Increased the combo time scaling upon the last hit during a combo Guard Gauge reduced from 1200 to ????NERF Grab (A+B or 4A+B)BUFFReduced recovery on hit Reduced recovery on hit 5BGuardMidStartup11RecoveryAdvantage-12NERFIncreased the recovery from ?? to ?? (from -9 to -12 on block)Increased the damage scaling receivedIncreased combo time scaling when used as a combo starter Increased the recovery from ?? to ?? (from -9 to -12 on block) Increased the damage scaling received Increased combo time scaling when used as a combo starter 2BGuardLowStartup13RecoveryAdvantage-16NERFIncreased the recovery from ?? to ??Reduced the guardstun (With recovery change, from -11f to -16f on block)Increased combo time scaling when used as a combo starter Increased the recovery from ?? to ?? Reduced the guardstun (With recovery change, from -11f to -16f on block) Increased combo time scaling when used as a combo starter 2S(Cleave: Upper)GuardMidStartup14RecoveryAdvantage-12BUFFCan now be jump cancelled even on guard Can now be jump cancelled even on guard 4S(Cleave: Cut)GuardMidStartup20RecoveryAdvantage-10,6S(Cleave: Slash)GuardMidStartup21RecoveryAdvantage-9NERFReduced the untech time Reduced the untech time 5M(Brandish)GuardMidStartup20RecoveryAdvantage-1BUFFIncreased the minimum damageReduced the recovery from ??f to ??f (from -10f to -5f on block) Increased the minimum damage Reduced the recovery from ??f to ??f (from -10f to -5f on block) 5Mduring Brandish (Inferno Charge)GuardMidStartup20RecoveryAdvantage-1REWORKEDIncreased the minimum damageCan now be jump canceled on block and hitLaunches the opponent higherReduced the guardstun (from +1f to -1f on block, +17 with jump cancel)Increased the MP cost from 10 to 20Increased the cooldown for MP recovery Increased the minimum damage Can now be jump canceled on block and hit Launches the opponent higher Reduced the guardstun (from +1f to -1f on block, +17 with jump cancel) Increased the MP cost from 10 to 20 Increased the cooldown for MP recovery Lua error in Module:MMC at line 46: Could not find matching move (DNFD — Vanguard: 623M).BUFFIncreased the damage (from 100 to 130)Increased the White Damage inflicted when guarded to 65Reduced the damage scalingIncreased the minimum damageIncreased the guardstun (from -14f to -7f on block)Reduced the cooldown for MP recoveryIncreased the MP cost from 20 to 25 Increased the damage (from 100 to 130) Increased the White Damage inflicted when guarded to 65 Reduced the damage scaling Increased the minimum damage Increased the guardstun (from -14f to -7f on block) Reduced the cooldown for MP recovery Increased the MP cost from 20 to 25 Lua error in Module:MMC at line 46: Could not find matching move (DNFD — Vanguard: 236M).BUFFIncreased the minimum damageReduced the MP cost from 30 to 25Reduced the cooldown for MP recoveryIncreased the pushback on guardIncreased the untech time against the multi-hit attack Increased the minimum damage Reduced the MP cost from 30 to 25 Reduced the cooldown for MP recovery Increased the pushback on guard Increased the untech time against the multi-hit attack Lua error in Module:MMC at line 46: Could not find matching move (DNFD — Vanguard: 214M).REWORKEDIncreased the minimum damageMoved up the timing of the Armor frames' activationRemoved the Armor effect against low attacksIncreased the MP cost from 20 to 30Increased combo time scaling when used as a combo starter Increased the minimum damage Moved up the timing of the Armor frames' activation Removed the Armor effect against low attacks Increased the MP cost from 20 to 30 Increased combo time scaling when used as a combo starter j.M(Lunge Strike)GuardMidStartup15,16RecoveryUntil Landing (+18)Advantage+2BUFFIncreased the minimum damage for the first and second hits Increased the minimum damage for the first and second hits 6M/236M(Earthshatter)GuardMidStartup15RecoveryAdvantage-2REWORKEDReduced the recovery (from -7f to -2f on block)Reduced the damage scalingLaunches the opponent higher on hitIncreased the MP cost from 40 to 50Increased the cooldown for MP recovery Reduced the recovery (from -7f to -2f on block) Reduced the damage scaling Launches the opponent higher on hit Increased the MP cost from 40 to 50 Increased the cooldown for MP recovery 4M/214M(Devastate)GuardMidStartup15RecoveryAdvantage-2BUFFIncreased the minimum damageReduced the MP cost from 50 to 40 Increased the minimum damage Reduced the MP cost from 50 to 40 j.M(Doom Glaive)GuardMidStartup15,16RecoveryUntil Landing (+18)Advantage+2BUFFReduced the damage scaling for the first hitIncreased the minimum damageReduced the MP cost from 50 to 45 Reduced the damage scaling for the first hit Increased the minimum damage Reduced the MP cost from 50 to 45" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.40", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Strategy", "title": "Berserker", "section": "Introduction", "text": "Berserker is an all-rounder character who excels at pressuring opponents,while still being able to successfully play a defensive, neutral-oriented playstyle. He has generally huge buttons, which he can generally hit confirm into a knockdown, before applyingokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. It's very easy for him to two touch his opponents, but because of how he works, it's just as easy for his opponents to 2 touch him, especially if the Berserker player fails to properly manage hisinstallA move, usually a super, which changes the properties of the character themself, usually for the better. As with all characters that uses HP as a resource, there are two main playstyles with Berserker: those who don't hesitate to bring down their HP alongside the opponent's with hopes of 2 touching them, and does who does hesitate, and thus plays a much safer style. Regardless of the path you choose to take, Berserker is an excellent beginner character that thrives off of momentum, and rewards players who can manage to hold it for as long as possible" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Strategy", "title": "Berserker", "section": "Notable moves", "text": "5MGuardMidStartup17RecoveryAdvantage+3Generally referred to asFrenzy This move is the reason you play Berserker. In exchange of red health, Berserker becomes drastically faster (both on the ground and in the air), gains new properties on his other MP Skills and gets betterBbuttons. While in this state, Berserker also gains access toBlood TwisterGuardMidStartup17RecoveryAdvantage+3, an excellent tool to counter zoning and continuining pressure. Conversion While Conversion is a mechanic anybody can use, Berserker gets the most mileage out of it, and using it is a central part of Berserker's gameplan. Fortunately,FrenzyGuardMidStartup17RecoveryAdvantage+3grants Berserker a basically unlimited access to Conversion, due to the fact that Frenzy turns red health into white health (white health being the only requirement to use Conversion). This opens the door for high/low50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.s or very big but also very safe buttons to just throw out in neutral, just to name a few applications of this mechanic Frenzy5MGuardMidStartup17RecoveryAdvantage+3Generally referred to asBlood Twister While expensive, Blood Twister is Berserker's main way of skipping neutral. On hit, it causes a wall bounce, allowing Berserker to follow up on hit with a combo. On block, Berserker is at least +3 (+22 with Conversion), so he can continue pressuring the opponent. It's also a very good call-out button against airborne opponents, due to it reaching almost as far asLauncher's5BGuardAllStartup17Recovery39Advantage-23. However, keep in mind that it's a very expensive option, and thus should be used sparingly" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Strategy", "title": "Berserker", "section": "Okizeme", "text": "Berserker's6Sis an excellent okizeme tool that can be set up after pretty much every combo, especially those ending after a hard knockdown (AKA every single combo ending in4SGuardMidStartup25Recovery26Advantage-7). Because it can hit extremely meaty, it can be delayed to beat most reversals on wake up (includingHitman's) if youblock it or make it whiff Every character can do an Instant Overhead (IOH) with the use of Conversion. As Berserker is the primary user of Conversion in this game, he basically always has access to this IOH that also acts as asafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.against most reversals. It also create a high/low50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly.between this move and his2AGuardLowStartup6Recovery15Advantage-2 2BGuardLowStartup16RecoveryAdvantage-5Counterhit CH2Bforces a hard knockdown, allowing Berserker to do anything he wants after it 4SGuardMidStartup25Recovery26Advantage-7 4Salso grants a hard knockdown, but it is way more common given4Sis Berserker's main combo ender. Leads to the same things than CH2B, namely a meaty6S 5SGuardMidStartup18Recovery33Advantage-13Air hit Mostly used againstStriker, but still a good knockdown regardless. Grants an auto-timedsafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.with eitherj.BGuardHighStartupRecoveryAdvantageorj.AGuardHighStartup8RecoveryUntil landing+2Advantage-, and generally allows Berserker to run his usual oki, given it also gives a hard knockdown Blood TwisterGuardMidStartup17RecoveryAdvantage+3 Hard knockdown from 2/3s of the screen, welcome to DNF Duel. Memes aside, it is extremely expensive (110MP in total), so not the greatest option there is, but it still gives a hard knockdown. Leads to the usual oki" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Strategy", "title": "Berserker", "section": "Mixups", "text": "Outside of okizeme, Berserker's mixups mainly revolves around strike/throw with2AGuardLowStartup6Recovery15Advantage-2and214MGuardThrow (170)Startup11Recovery23Advantage(orhis regular throwGuardThrowStartup5Recovery22Advantage-for a fast option). Unlike most characters, doing this is pretty rewarding, aslanding214Mtakes away the opponent's white health while turning yours into red health. It also gives you a hard knockdown, allowing you to set up a6Sand continue to apply pressure. On okizeme, Berserker's main mixup becomes his signature high/low50/50A mix-up where the opponent has a choice between two options, such as strike-throw or high-low. A \"true 50/50\" is used to describe a mix-up in which the defender must guess and commit to one option, without any way to determine which option the opponent will choose and react accordingly., where he uses Conversion at slightly different heights in the air to either whiff aj.Ainto2Ato hit low or do a slightly delayedj.Ato hit high. Do note that usingj.Aclose enough to the ground cansafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.reversals, although it is really tight in some cases (practically frame perfect againstRanger)" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Strategy", "title": "Berserker", "section": "Abare", "text": "2AGuardLowStartup6Recovery15Advantage-2 It's your jab. Use it to mash out of pressure. It has 6f of startup, which is one frame slower thantheGuardAllStartup5Recovery13Advantage+1fastestGuardLowStartup5Recovery21Advantage-10buttonsGuardLowStartup5Recovery19Advantage-8, so don't expect to be able to mash out on wakeup every time ThrowGuardThrowStartup5Recovery22Advantage- Not the best option there is, because of the reward, but it is still Berserker's fastest grounded option. It gets him out of most gaps, but as said before, you usually return to neutral after eating a throw 2M/623MGuardMidStartup16RecoveryAdvantage-40 Just like every other reversal in this game, Berserker's reversal is a very risky option that can still be used to reset neutral (which can be good or bad, depending on the matchup.). However, it has poor horizontal range, which can make it easy to whiff. As with every other2Min the game, Berserker is in counter hit state for the whole move's duration, which essentially guarantees your death if you ever miss. Also, opponents can sometimes drop out of the attack's multi hits, so be extra careful when DPing through stuff 4M/6214MGuardThrow (170)Startup11Recovery23AdvantageFriendly reminder that Berserker is not a grappler! Only use this if you feel like your opponent will try to bait a reversal. It's way slower than his regular throw (11f versus 5f), but it also gives much better reward, in the form of a hard knockdown, recovering all of Berserker's white health while taking away the opponent's. Whiffing this is very bad, as with all command grabs, so be careful when using it" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Strategy", "title": "Berserker", "section": "Anti-Airing", "text": "Berserker's reversal is also an excellent anti-air. Due to its gigantic amount of active frames, it can hit people in the air starting the moment they enter their pre jump frames. However, don't forget that this is a623M/2M, and thus means you're throwing the round if you ever whiff this 2SGuardMidStartup16Recovery37Advantage-17 Berserker's2Sis a quite short ranged anti-air that is also quite slow. However, its vertical reach is huge, and the reward on hit is basically a full combo 5SGuardMidStartup18Recovery33Advantage-13 At around round start distance/mid range, this move becomes a pretty efficient at sniping people in the air. It's also heavily rewarding, as5Sforces a hard knockdown on air hit, allowing you to go for either asafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.or6Soki 6SGuardMidStartup15RecoveryAdvantage-5 Berserker's6Sis surprisingly good at dealing with jumping opponents, also thanks to its active frames. In neutral, it functions like a shield that beats everything that's not anMmove (it trades withSmoves). Of course, that includes jumping attacks.Shooting the crossGuardMidStartupRecoveryAdvantage-5is also a good call out against people jumping away from you j.BGuardHighStartupRecoveryAdvantage Berserker'sj.Breaches pretty far for its speed. Obviously,j.Sis better in terms of range, but it's also way slower, making it more suited to jump ins rather than going for air-to-airs. An alternative toj.Bas an air-to-air is hisj.AGuardHighStartup8RecoveryUntil landing+2Advantage-. On hit, both moves can combo intoj.2SGuardMidStartup16Recovery35Advantage- In Frenzy,j.BGuardHighStartupRecoveryAdvantagebecomes way bigger while still being very fast, thus making it even better as an air button in general" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Overview", "text": "Kunoichi is highly mobile and versatile character that is capable of adapting to the opponent and fighting at all ranges. Thanks to her double jump, teleport, and air stalls, Kunoichi is a highly mobile character that can be very difficult to pin down. Using her unique movement to get around the screen is an essential part of her gameplan. In neutral, she has access to various tools which allows for an adaptive playstyle depending on the match-up. She boasts simple space control via her6SGuardAllStartup15Recovery36Advantage-16andj.SGuardAllStartup15RecoveryUntil landing+15Advantage-projectiles. By utilizing the threat ofNinpo: Log CloneGuard-Startup6Recovery15Advantage-withConversionandToad Oil BombGuardAllStartup31 ~ 34Recovery6Advantage+12 ~ +15, Kunoichi can control the pace of the match in most situations. She also boasts versatile and potent offense to always to keep the opponent guessing through favorable RPS situtations and guard break setups. Kunoichiis classified as aTrapsA type that can plant special tools on the field to restrict their opponent’s movement.type. She is highly mobile thanks to her airborne jump and teleportation moves. She can enhance the properties of MP moves by charging them. She can also inflict Burning Stigma to the opponent, which sets off delayed explosions. Space Control:Kunoichi's kunai projectiles from6S/j.SandMPSkills give her incredible control over the screen.236Mand214Min particular are very large and hard to avoid while also being highly advantageous on block. Mobility:being the only character with a double jump as well as having a teleport, Kunoichi is highly mobile. This also synergizes quite well with her space control. Versatility:With how well-rounded Kunoichi is, she has the tools to essentially fight every character in the game, which gives her potentially unmatched consistency when mastered. Pressure:Kunoichi's plethora of projectiles also lend themselves to being strong pressure tools. She can use their plus frames to easily cover teleports in blockstrings for extended pressure, and use the threat of Burning Stigma detonation to cover any gaps the opponent would be able to normally contest. N/A: Kunoichi currently has no outstanding weaknesses that are unique to her." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Unique Mechanics", "text": "Increases the speed of binding Nin by 10 frames and decreases theMPconsumption of Nin-Bound moves by 5.Increases Movement Speed.*(Doesn't actually apply the effect)Increases White Damage dealt by blocked attacks. Increases damage dealt by ~10%.Increases White Damage dealt by blocked attacks by ~10%.Movement Speed increased by ~10%.(Also affects roll and backdash distance)White Damage Recovery Speed is increased." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "5A", "text": "Kunoichi's5Ais short, fast, and an amazing pressure tool. Its frame advantage is very good which makes resetting pressure afterwards quite easy." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "5AA", "text": "Combo and pressure extension from5A. Very similar in usage to5Aand has the same frame advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "5B", "text": "Good poking normal with a bit more range than2B. This move has a lot more range than it would seem due to Kunoichi taking a big step forward before slicing. Its range is also supplemented by Kunoichi's quick ground movement." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "2A", "text": "Repeatable low attack and Kunoichi's fastest normal. Surprisingly minus on block, requiring more conditioning to reset pressure from. Cancels into itself up to 3 times, which is useful for hitconfirming and spacing out blockstring pressure, due to the pushback the move has." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "2B", "text": "Low poke and the complement to5B. Does not cancel into any other normal, only Skills and MP Skills. Used in conjunction with2AGuardLowStartup5Recovery21Advantage-10in blockstrings to space out pressure. Knocks down on hit, and hard knockdowns on counterhit." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "j.A", "text": "Kunoichi’s fastest (and shortest) jump-in normal. Cancels intoj.Bfor combos and as a double overhead." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "j.B", "text": "Kunoichi’s default jump-in normal, as it's extremely disjointed and covering an unexpected amount of space. It also functions as a crossup normal." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Throw", "text": "A+B Kunoichi’s throw puts the opponent very far away. With it only being a +2 knockkdown, the opponent can potentially abare out, even when cornered, due to the spacing. Throw is typically used in conjunction withToad Oil BombGuardAllStartup31 ~ 34Recovery6Advantage+12 ~ +15andBurning StigmaGuardAllStartup150Recovery-Advantage-. After the opponent blocks the initial hit of Toad Oil Bomb, Kunoichi can do a strike/throw mix-up due to the frame advantage she has, the later resulting in the opponent being thrown into the Oil Bomb, which deletes their white life, applies Burning Stigma, and results in Kunoichi having even greater frame advantage on the throw knockdown (atleast +7) With Burning Stigma, Kunoichi can also combo after throw byOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"ing the opponent withInstant Air SpecialA method to perform a special move in the air as fast as possible after you leave the ground. For Example: 2369 for a j.236 input. Also known as a TK.'dj.MGuardAllStartup15Recovery35Advantage-9 ~ +12,236MGuardAllStartup30Recovery50Advantage+120, or623MGuardAllStartup15Recovery59Advantage-16*." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Guard Cancel", "text": "6B+S Uses Kunoichi's2SGuardAllStartup15Recovery22[Air](+3 Landing)Advantage-12hitboxes. Kunoichi cannot double jump cancel the recovery. +12 on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Flame Cut", "text": "5S Two quick kunai slices. Makes for good combo and blockstring filler as both hits are special cancellable. It's also a relatively safe way to end blockstrings when spaced due to the moderate pushback it has on block, which makes most 7F and faster buttons whiff. Kunoichi can continue the combo with4Mif relatively close,4Sj.ABj.2Sat most ranges even if the combo starts with2A2A, or5M." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Rising Cut", "text": "2S A giant dragon punch style attack. Useful as an anti air, as the move is extremely disjointed, can low profile some attacks on startup, relatively safe when blocked due to cancel options, and leads into damaging combos on hit. Note that Kunoichi recovers midair, meaning that she can do an air normal or her double jump afterwards. It also gatlings intoj.2S, which allows Kunoichi to do oppressive meterless pressure against most characters in the corner. Can be jump cancelled on hit. Due to the attack bringing Kunoichi airborne, it can be used to set up a high/low 50/50 withConversion. air recovery" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Kunai Throw", "text": "6Sorj.SIs a projectile property attack Kunoichi throws three kunai in a vertical stack. Makes for a basic space control tool but is very negative if used up close. Has relatively high projectile durability, which allows it to beat options such asRanger's5BGuardMidStartup16Recovery28Advantage-12~-4/2BGuardMidStartup15Recovery32Advantage-18~-10. Can be whiff cancelled intoNinpo: Log Clone. Synergizes very well withConversion. Top kunai will whiff against most crouching opponents. Cancel Options:4S Kunoichi throws three kunai at three different angles. Also used as a basic space control tool, but has considerable landing recovery. j.Skunai do slightly more damage than6Skunai. Does not affect Kunoichi’s air momentum." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Ninpo: Log Clone", "text": "4STemporarily fully invincible Kunoichi’s teleport. With it being invulnerable starting on frame 6, it's really potent to use as a reversal option or in neutral when synergized withConversionto escape and even counterattack various situations. Teleport makes for a versatile option to use as a combo extender, potential neutral tool, and a pressure/mix-up tool. Travels a set distance, Kunoichi can appear behind the opponent if close enough. Can carry dash momentum. When the opponent is cornered, Kunoichi will appear above the opponent. When the opponent is affected byBurning StigmaGuardAllStartup150Recovery-Advantage-, Kunoichi will teleport above and just behind the opponent, while being lower to the ground. Under no circumstances can this move cross-up in the corner. Triggers cross-up protection, but can useConversionto break it. Can cancelcharged MP Skillsinto teleport on frame 46." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Flying Squirrel", "text": "j.2SIs a projectile property attackCan hit a knocked down opponent off the ground An extremely active and disjointed air poke that also shifts Kunoichi's hurtbox back. Useful for controlling space in neutral, meterless combo filler for regainingMP, and adding damage to optimized combos when using236MGuardAllStartup30Recovery50Advantage+120. In the corner,j.2Sis used as a followup from2SGuardAllStartup15Recovery22[Air](+3 Landing)Advantage-12, which is then followed up byj.AGuardHighStartup5Recovery18(+2 Landing)Advantage-/j.BGuardHighStartup8Recovery21(+3 Landing)Advantage-for meterless blockstring pressure. Can doj.2Stwice in one jump and double jump afterwards before touching the ground. Can hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\". Pushes Kunoichi backwards in the air. This does not occur if done extremely close to the ground, giving Kunoichi much higher frame advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Burning Stigma", "text": "Automatic afterMPSkillsDebuff inflicted by hitting an opponent Kunoichi's MP skills. Explodes after a delay dealing damage and launching the opponent.Is a projectile property attackInflicts hard knockdown on hitCan hit a knocked down opponent off the ground A debuff that is applied to enemies after they are hit with any of Kunoichi'sMP Skills. Causes a delayed explosion after a few seconds (150F). This delayed explosion can be used to cover gaps in Kunoichi's strings, allows forNinpo: Log Cloneto track towards the opponent, and also allows for damaging throw combos. The debuff persists even when Kunoichi blocks attacks, and can only be removed by damaging her before it explodes. This makes it rather risky for the opponent to go on the aggressive when marked. The explosion applies 26F of blockstun and a hard knockdown on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Fire Art: Fireball", "text": "5M(Hold OK)Is a projectile property attack An extremely active poke which can: Shred through most projectiles in the game Anti-air Catch forward rolls when spaced in pressure. In blockstrings, it has atleast a 1F gap when cancelled from normals. With it being only -2, Kunoichi can potentially steal back turns depending on spacing. On grounded hit, it can potentially lead into full combos, which helps establish Kunoichi's RPS gameplan. In the corner, air hit5S(1)GuardAllStartup14, 28Recovery26Advantage-7>5Mautotimes a 9j.BGuardHighStartup8Recovery21(+3 Landing)Advantage-safejump against the entire cast. Reaches further and slightly higher Causes soft knockdown on final hit Plus on block 5[M] Values in brackets are charge times when in Awakening" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Heavenly Fire Blast", "text": "2M(Hold OK)or623M(Hold OK)Temporarily fully invincibleIs a projectile property attackCan hit a knocked down opponent off the ground Kunoichi’s invincible reversal. AppliesBurning StigmaGuardAllStartup150Recovery-Advantage-on the initial hit. Kunoichi is +18 on hit andBurning StigmaGuardAllStartup150Recovery-Advantage-detonates just only 28F after the opponent becomes actionable, which gives her potentokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.from a reversal. Somewhat safe on block if the opponent blocks both hits. However,623Mhas a rollable gap between the first and second hit. Fires three sequential total projectiles that increase their angle towards the opponent subsequently instead of one. Kunoichi becomes actionable after throwing the last fireball. When used in combos, the initial hit is Kunoichi's most damaging combo starter and623[M]can be looped up to 3 times depending on the combo routing with minimalMPinvestment. With the combination of having very high minimum damage and being able to loop623[M]up to 3 times in combos, it allows for fairly damaging combos even from a scaled starter. 623M reversal 623[M] reversal Values in brackets are charge times when in Awakening" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Flame Tornado", "text": "6M(Hold OK)or236M(Hold OK)Is a projectile property attackCan hit a knocked down opponent off the ground Kunoichi summons a highly active flame tornado that travels roughly halfscreen. A slow but rewarding pressure reset, neutral haymaker, and combo tool. If blocked, Kunoichi has plenty of time to jump and perform a high/low mixup orj.[M]GuardAllStartup15Recovery35Advantage-9 ~ +12to shred guard bar.It serves as a useful combo tool as both the charged and normal versions hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", and the long duration of the move combined with the long untech time afterwards frequently provide enough time for Burning Stigma to detonate, extending combos or enablingokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. 236[M] Values in brackets are charge times when in Awakening" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Toad Oil Bomb", "text": "4M(Hold OK)or214M(Hold OK)Is a projectile property attackCan hit a knocked down opponent off the ground The cornerstone of Kunoichi's offense. Summons a toad in the air above Kunoichi. The toad hits on the way down, then fires a large fireball forwards after landing. Once Kunoichi becomes actionable after placing the toad, it will persist even if Kunoichi is hit. Staggers the opponent on counterhit. 214Mis an amazing pressure tool as there’s enough time between the toad and the fireball to threaten strike/throw, which appliesBurning StigmaGuardAllStartup150Recovery-Advantage-if successful. It can also be used to set up guard break blockstrings. Despite the potency of the move, it is not without its downsides, as even though most blockstrings into214Mis plus enough on roll to punish, it will lose to specific abare depending on the range and startup of the defenders attack and the specific string into214MKunoichi does. However, on top of this, Kunoichi can also threaten to cancel into5MGuardAllStartup21Recovery15Advantage-2from those strings instead to target specific abare from the opponent. Summons the toad at the opponent's current location. Staggers opponent on normal hit. Tracks to opponent's horizontal position. The toad can whiff against jumping opponents as the vertical position it is summoned at is fixed. 214[M] Values in brackets are charge times when in Awakening" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Flying Air Shuriken", "text": "j.M(Hold OK)Is a projectile property attackCan hit a knocked down opponent off the ground Kunoichi cancels her air momentum and throws an array of explosive kunai beneath her in a cone area. This move is normally used for combo filler and toOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"opponents fromBurning StigmaGuardAllStartup150Recovery-Advantage-detonations and people getting clipped in the air by214[M]GuardAllStartup31 ~ 34Recovery6Advantage+12 ~ +15's initial hitbox. Useful to airstall to bait anti-airs / reversals. Each kunai hits individually and creates an explosion on impact that counts as a separate hit, making this a highly multi-hitting move that is excellent for beating armor. Kunoichi fires three volleys of kunai instead of only one. Deals massive guard and chip damage when connecting all the hits. Can be very plus on block depending on the air positioning before it's done and how many hits connect on block. j.[M] Values in brackets are charge times when in Awakening" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi", "title": "Kunoichi", "section": "Sword of Kusanagi", "text": "AS" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Strategy", "title": "Lost Warrior", "section": "Mixups", "text": "Conversion mixups listed further down" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Combos", "title": "Lost Warrior", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Combos", "title": "Lost Warrior", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 2A>2B/5S>5M> jc >j.B>j.M240 damage +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. Easy combo that can be done off a variety of starters (i.e5A>5AA>5B>5S>5M); as long as you can route into5Mon a grounded or low in the air opponent without using anOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", this will work. Every grounded button, except5A, combos into5M. j.Mender leads into a safejump anywhere on the screen with a manually timed fallingj.B. 6S>OTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"5M> jcj.B>j.M396 damage +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. Easy6Scombo that can be done from anywhere and leads into good damage + the same safe jump as the2Acombo 236M> (dash)5M> jcj.B>j.M402 damage +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. Basic236Mthat can be done from most of the screen if they are on the ground, anywhere on the screen if they jump. Dash is required if they are far away. Note that you don't get mana back forj.Mimmediately, it has to be delayed." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Combos", "title": "Lost Warrior", "section": "Combo Theory", "text": "Lost Warrior possesses some of the strongest and most consistent conversion ability across the entire cast. At all levels of mana, he can dish out large amounts of damage off most of his tools and route into a safejump. He is also adept at being able to choose which part of the stage his combos end, allowing him to OS rolls on top of his safejumps. He generally builds 2-3 stacks per combo, and once he has at least 2 stacks every other hit will timestop. Lost Warrior is infamous for his awakening touch-of-deaths. During Awakening, hisMPskills gain increased amounts of hitstop, hitstun and his timestop is extended. With 200 mana, he can reliably build 5 stacks (Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.) off any hit, use the timestop (Triggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening.) to deal additional damage while his mana recovers and then finish them off with his remaining mana andAS. An important technique for Lost Warrior combos are jump-cancel combos with5M.5Mcan be jump-cancelled on hit and pre-jump frames (which LW has 4 of) can be cancelled intoMPskills such as236M,214Mor even another5M. Whenever you see \"5M~MP Skill\" written, it means \"5M> jump-cancel > cancel pre-jump frames into aMP Skill\". For both5M~236Mand5M~214M, a common way to input it is with a tiger-knee motion; 236 9+M and 214 7+M (do note that some players find it easier to use the buffer by doing [8]236M or [8]214M. It is recommended to try both and see which you prefer). For5M~5M, there is an added restriction where you cannot hold up. This is likely implemented to prevent getting \"5M~5M\" when trying to do \"5M> jc >j.M\". You will likely find this more difficult to do than \"5M~236/214M\" If you are new to Lost Warrior,the single most important one of these to learn is5M~236M. 5M~236Mis used at all levels of health, pre and post-awakening. It is an extremely important part of LW's combos, as it adds a lot of damage and stacks efficiently.236Mhas a long duration, which is important in DNF Duel as mana cooldown begins when theMP Skillstarts up. This means a skill with a long active duration + untechable time will build the most mana back. With the added launch time and cheap cost of5M, it is often looped at the end of timestop combos to tack on more damage while buying time for mana to regen. 5M~214Mis mostly used when5M~236Mwon't combo or would leave them in an undesirable position. As5M~236Mdoes more damage, costs less mana and has more untechtable time (which means it's net mana cost is even lower) there isn't much of a reason to use it. 5M~5Mis mostly used for awakening ToD combos. It piles on damage (and stacks) faster and with less combo scaling than any combination ofMPSkills. A common strategy in many awakening ToD routes is to simply loop5Muntil you have 2 stacks, then do5M~236Mand pickup with dash2B(5S)5Mfor the last stack." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Combos", "title": "Lost Warrior", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character [...] >5M> heavy delay jc >j.A>j.B> dash5B>2B>5M~236M> dash2B>4S>j.Bsafejump393 off5Sstarter +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. 293 off2A2B Highly mana efficient route that works off all of your grounded buttons. j.B>5B>5S>5M> heavy delay jc >j.A>j.B> dash5B>2B>5MTriggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening.> jc >j.A>j.B>5B>2S>4S>j.B>5A>5AA>5B>2S>5M~236M> dash2B>4S>j.Bsafejump457 damage +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. The follow-up safejump scenario, with a timestopTriggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening.combo. By using \"5M> heavy delay jc >j.A>j.B> dash5B\" in both combos, you sustain a healthy amount of mana while still dealing great damage even if they just get hit by the safejump. Note thatj.B>5.Bhas a gap on block butj.B>2A/5Adoesn't. 6S> dashOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"5M~236M/214MTriggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening.> (dash)2Sx 4 >236M> dash2B>4S>j.Bsafejump533 damage +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. Another follow-up to the first combo. While6Sscales hitstun decay heavily, it leads into high damage and has a long total duration which buys a lot of time for mana to regen. 6S> dashOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"5M~236M> dash2B>2S>214M> dash2B>4S>j.Bsafejump488 damage +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. The standard 6S combo at 100 mana. Works anywhere on the screen. Because of the OTG scaling,2S>236Mdoesn't combo so we are forced to use214M. 5S/2B>5M> heavy delay jc >j.A>j.B> dash5A>5AA> (delay)5B> (delay)5M~236M> dash2B>2S>214Mdash2B>4S>j.Bsafejump373/407 damage +Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Stacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills. Extremely mana efficient coast-to-coast route off2B/5S. Delays are needed to avoid a side-switch." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Combos", "title": "Lost Warrior", "section": "Awakening Combos", "text": "6S>5M~2369M>2B>5M~2369M> dl.5M> (time stop) >5B>2S>4S>j.B>5B>2S>4S>j.B> jump >j.B>j.M>OTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"5M~AS845 damage. Starts from 0 stacks and ends with 1. Awakening-only, needs 200 mana. Delay the 5m so you time stop the enemy close enough to the ground that your normals won't whiff. 6S>5M~j.M>5M~2369M>2B>5M> (time stop) >5B>2S>2S>2S>2S>6M~AS854 damage, needs 200 mana. Simpler awakening combo and works everywhere, though you probably can do the combo above's timestop combo in this one for more damage (? to be tested idk). TOD on 850 health characters like Inquisitor and Enchantress. [...] >5M~j.M>5M~236M>2B>5M> (time stop) >5B>2S>2S>2S>2S>6M>2B>5M>AS880 damage from 6S, 709 from 5A. A nice ole universal awakening combo that works from just about anything. For 214M and 623M stuff, please do refer to the combos below. 214M>2B>5S>5M~j.M>5M~j.M> (time stop) >5B>2S>2S>2S>2S>6M~AS766 damage, very nice if you catch them jumping or doing anything that can be punished by214M(since it always appears above them and6Sdoesn't hit airborne opponents), can be very useful to shutdown air projectiles or say, Dragon Knight flinging fireballs at you from flight stance. Don't forget to delay the firstj.M(or well, just do it as you're falling back down since doing it right after the jump cancel may whiff) and that your awakening effect gives you ample time after it to connect the second5M. 214M>2B>5S>5M~j.M>5M~236M> (time stop) >5B>2S>2S>2S>2S>6M>2B>5M>AS788 damage version from your trusty -4 fullscreen warp attack. Pros are that it doesn't require the 3-frame 5M loop stuff, cons are that you won't oneshot an Enchantress with it. Yet. 623M>5M~j.M>5M~j.M> (time stop) >5B>2S>2S>2S>2S>6M>2B>5M>ASNo difference if you use 2M rather than 623M. If in the corner, jump-back (1 in numpad notation) both j.M, as if you're too far into the corner your AS will whiff. Anywhere else you can just do the usual forward jump. Heavily prorated combo but a nice 683 damage reversal if anyone feels too cheeky attacking you. Don't forget that 623M loses to lows and has a 3-frame startup. 5M~8~5M~8~5M~2369M> 66IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.M> (time stop) >2S>2S>2S>2S>2S>5M>AS902 damage from somewhat impractical conditions, requiring full MP,5Mto connect on grounded, and it's fairly difficult even if you can get jump cancel cancels consistently, though the rest of the combo is very easy. Will TOD characters with the 2nd lowest health in the game (900), such as Kunoichi. Because of all these factors, it's recommended to be used as a punish combo, and it still works even without counterhit. j.M>5M~8~5M~2369M> 665S>5M> (time stop) > jcj.A>j.B>5AA>5B>2S>4S>j.B>5AA>5B>2S>2S>236M>236M> 662B>AS907 damage. Can get more damage, but 950 is not currently known to be possible, and this route is stable and consistent. 236M> (66)5M~8~5M>5M>2B>5M> (time stop) > jcj.A>j.B>5AA>5B>2S>4S>j.B>5AA>5B>2S>5B>2S>236M>2B>5M~2369M> 662B>AS913 damage. More damaging routes, including ones dealing 950+, are possible, but less consistent. 3rd5Mis not a jump cancel. 6S> (66)5M~8~5M~8~5M~2369M>5S>5M> (time stop) > jcj.A>j.B>5AA>5B>2S>4S>j.B>5AA>5B>2S>2S>236M>236M> 662B>AS951 damage. Can get more damage, but 1000 is not currently known to be possible, and this route is stable and consistent. 214M> delay5M~8~5M~8~5M>2B>5S>5M> (time stop) > jcj.S>j.B>5AA>5B>2S>4S>j.B>5AA>5B>2S>5B>2S>236M> 662B>5M~2369M> 662B>AS951 damage. Delay should be timed such that the first5Mcomes out after 7 MP is restored after from the214M. Can get more damage, but 1000 is not currently known to be possible, and this route is stable and consistent. 5M~8~5M~8~5M>5M>2B>5S>5M> (time stop) > jcj.S>j.B>5AA>5B>2S>4S>j.B>5AA>5B>2S>5B>2S>236M> 662B>5M~2369M> 662B>AS1000 damage. Can get more damage, but 1050 is not currently known to be possible, and this route is stable and consistent for ground hit 5M. Different route required for air hit and counterhit 5M, see Specialized Combos. 4th5Mis not a jump cancel. 5M> (delay)5M~8~5M~8~5M>5S>5M> (time stop) > jcj.S>j.B>5AA>5B>2S>4S>j.B>5AA>5B>2S>2S>236M> 662B>5M~2369M> 662B>AS1001 damage. Delay after first hit is required if opponent is launched very high, which only typically occurs after airborne counterhit. 2nd5Mis not a jump cancel." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.08", "title": "Version", "section": "Intro", "text": "v1.08Date Released:October 25, 2022 LinksOfficial Site Keyboard Control on Steam Unable to control with the controller when re-logging into the game after disconnecting the controller. Unable to control with keyboard when unplugging the connected controller. Improvement in Menu Control with keyboard Keys assigned to 'move' from the keyboard can now move the cursor from the game menu. Player Match Room The guide for the keys being removed from the bottom side of the screen in certain situations in the room. Unable to change the size of the chat while seating on the Arcade Machine. The ranking of the host appears lower than usual when renewing the Room Settings in the room. The dialogue notification regarding insufficient remaining slot for Saved Replays does not automatically close in the match result screen after the countdown ends. Training Mode An inaccurate damage value appearing on the bar when the opponent has White Damage Survival Mode The amount of remaining White Damage right before K.O is added as a survival bonus in the result screen. Scene Awakening scene appears with a bug in certain situations. Ranking Board User ID with certain letters appears as \" ? ? ? \"on the Ranking Board on the Steam version." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.08", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Basic Gatling", "text": "(5AA/2A) >5B>2B>5S>4S>5M>6SDay 1 combo. Excellent beginner combo as it allows Berserker to set up Frenzy into meaty Gore Cross for continued pressure, which is his win condition. The only downside of this combo is that it leaves the opponent with a good amount of white health, which can be solved withj.2Sextensions Ideally, you don't want to do this combo, but it's still a good combo for just messing around with Berserker Does 205 damage with5AAstarter" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Simple Poke Confirm", "text": "(5A) >5B>2B>5S>5M, IASj.2S>236M, dash5S>5M, IASj.M,5S>4SGood poke combo with good damage and great corner carry. Also works as an introduction toj.2Sextensions. Don't try to use Conversion after236M, the wall bounce will only happen later, which can make the combo drop j.2Sis harder to land depending on how far the opponent is from you Does 302 damage with5Astarter" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Abare Combo", "text": "2A>5B>2B>2S>j.S>j.2S(1)>j.M,5S>5M, IASj.M, dl.5S>4S2Aisn't the best starter there is, so this is mostly useful in defense, when mashing out of the opponent's pressure. Also functions as a good introduction to2Sjump cancels, a pivotal part of Berserker's combos at close range" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Corner 236M Extension", "text": "2B>2S> dl.4S>236M> 662B>5S>4SThis is more an introduction to Berserker’s236Mthan a good combo, but it’s a decent place to start. Should you be close enough for2Sto connect, this route is Berserker’s highest damage for the least amount of MP. Adding more normals may make the ender after236Mfall out." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Simple 214M Confirm", "text": "214M>623M/ASSimple corner confirm in order to squeeze out a bit more damage from214M. These options are always available, regardless of whether or not you were in Frenzy before landing214M. This is mostly useful in Awakening, since214M>ASdoes around as much damage as landing a raw super (400 damage) 214M>623Mdoes between 220 and 252 damage" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "236M Loops", "text": "... >2S> dl.4S> [236M>5S>4S]*nVery common corner combo routing. With A or B starters, you can typically get two loops, while larger starters (such as5S) allow you to get 3. This routing is great for when you don't want to spend health, or if you aren't in frenzy. If you have extra mana with this routing, you can cut the combo off after5Sand go intoj.M Loops.. This routing still works while in frenzy, but will require a delay on5Safter236M, due to the higher bounce." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Frenzy Starter Refrenzy Loops", "text": "... >2S> dl.4S> [236M(2)> Conversion >5M>5B(2nd hit) >2B>4S]*nStarters worse than two hits will require less loops, but the combo is easy to cut short depending on how much MP is available. This combo doesn’t have to use2Seither, fr.2B>4Sprovides enough launch height without a delay for236Mto connect properly." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "CH Starter Refrenzy Loops", "text": "CH5S>5M>2S> ...High damage, mid-combo Frenzy switch. Leads neatly into the main re-Frenzy route but deals much more damage thanks to5S." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Mid-Frenzy CH Refrenzy Loops", "text": "CH5S> Conversion >2S>5M, fr.5B> ...Alternate combo for when Frenzy is already active. Conversion takes Berserker out of Frenzy and the minimal hitstun decay enables the2S>5M, fr.5Blink. This also neatly routes back into Refrenzy loops, simply gatling into fr.2Band go from there." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "High Hitstun Decay j.M Extension", "text": "high air hit [5S>5M>IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.M]*n >5S>4SEventually, given enough hitstun decay, fr.5Band fr.2Bwill fail to combo. When that happens, this is the best route to eek out a little more damage." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Combo Theory", "text": "At a basic level, Berserker wants to end all his combos with4Sfor a hard knockdown. This allows him to safely enter Frenzy and either safejump or set up a meaty6S. All of your combo extensions as Berserker should end with these unless you are trying to kill with Blood Riven or623M, which sacrifice okizeme for damage. Both of these can be added after any hard knockdown but it can be hard to judge if they will kill depending on the health bar. Blood Riven is especially bad if it does not KO as Berserker loses his life steal AND any potential okizeme. It is also generally recommended against ending combos with623Moutside of the corner, as it will force a reset to neutral due to the poor advantage on hit. In the corner, Berserker gets a workable knockdown, although it is significantly worse than his usual5S>4Sknockdowns. 5S>4Sis Berserker’s go-to knockdown sequence, where2S>j.Sis used early in combos to extend them. These are very different situations, as only the former can combo into236Mor Blood Twister. Frenzy2B>4Sworks in a similar way to normal2S> dl.4Sin that it gives enough height for4S‘s ground bounce to properly combo into236M. Berserker’s non-Frenzy MP Skills are sub-par for extending combos past one usage as they all suffer heavily from hitstun decay. His Frenzy MP Skills have much higher hitstun and functionally do not suffer from hitstun decay at all. He also has some buttons that are minimally affected by hitstun decay: fr.5B’s second hit, both normal and Frenzy2B, air hit5S, and4S. Using Frenzy MP Skills and Conversion to extend combos will mean that at some point outside Awakening,Berserker will deal more self damage than damage to the opponent.Combo damage scales, but Frenzy’s self-damage is constant. Make sure to adjust your routes accordingly. This self-damage is somewhat of a blessing in disguise however. With more advanced routing (such as withRefrenzy Loops, Berserker can easily bring himself down into the Awakening threshold and finish a combo with Blood Riven to add an extra 200 minimum damage to any combo. This unique freedom of access to his Awakening Skill allows Berserker to very consistently two or three touch most opponents, assuming the Berserker player is consciously aware of how much damage they need to kill and how much health they need to lose. While it is generally advised not to dump too much health on hits that won't kill, always remember that if your enemy is dead your health doesn't matter. At it's core, Berserker's health is a resource. You can choose to be conservative or go absolutely wild and let loose the floodgates. Whichever you choose, always remember that it is a resource to be used and expended." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Awakening Frenzyless j.M Loops", "text": "... >2S> dl.4S> [5M>IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.M>5S]*n >4SThis should look familiar, as it’s functionally the same as the high hitstun decay route. Awakening heals Berserker enough that access to Conversion becomes unreliable, limiting236M(2) routes." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Awakening Frenzy j.M Loops", "text": "... > fr.2B>4S>236M>5S> [5M>IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.M>5S]*n >4SFunctionally the same route as above, but adjusted to exit Frenzy. Blood Twister can be used instead of236Mbut it’s more costly in terms of MP." }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Corner fr.214M Loop", "text": "fr.214M, IASj.2S> [236M,5S>4S]*2 >5M/ASIt's possible to get a full combo offfr.214M, thanks toj.2S's OTG properties. Delay either the first236Mor the first5S" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Corner 6SS Confirm", "text": "6SS,2A>5B>2B>2S>j.S>j.2S(1)>j.M,5S>4S>236M,5S>5M> IASj.M,5S>4S>5M/ASDue to the6SSchanges of version 1.09, Berserker can now get a full combo off of it, by hitconfirming it into2A. This is mostly used in pressure" }, { "url": "https://www.dustloop.com/w/DNFD/Berserker/Combos", "title": "Berserker", "section": "Combo List", "text": "Notes: Berserker combos are easy for the most part, so difficulty won't be listed. fr.X refers to the Frenzy variant of a move (such as Berserker'sBnormals)" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Spectre", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Matchups", "title": "Spectre", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.09", "title": "Version", "section": "Intro", "text": "v1.09Date Released:December 22, 2022 LinksOfficial Site Universal Changes Dodge Reduced the recovery from 33f to ??f Moved the Strike & Projectile invulnerability frames from 3f~20f to ?f~??f Moved the Projectile invulnerability frames from 21f~30f to ??f~??f Guard Cancel Attack Adjusted recovery Adjusted hitstun/blockstun j.MS All airborne MS skills now immediately autocorrect to face the opponent when performed. 1.09 Character Changes HP Increased from 950 to 980BUFF Guard Gauge increased from 1050 to 1200BUFF Awakening PassiveBUFFAdjusted HP gain on hit to restore red life instead of prioriziting white life firstAdded \"Attack Increase\" effectIncreases damage dealt on hitAdded \"White Life Damage on Block (Chip Damage) increase\" effectIncreases the amount of white damage dealt to an opponent when an attack is guarded Adjusted HP gain on hit to restore red life instead of prioriziting white life first Added \"Attack Increase\" effectIncreases damage dealt on hit Added \"White Life Damage on Block (Chip Damage) increase\" effectIncreases the amount of white damage dealt to an opponent when an attack is guarded j.AGuardHighStartup8RecoveryUntil landing+2Advantage-BUFFIncreased Hitstun Increased Hitstun 5SGuardMidStartup18Recovery33Advantage-13(Ghost Slash)BUFFExpanded the hitboxIncreased knockdown time on airborne hit Expanded the hitbox Increased knockdown time on airborne hit 2SGuardMidStartup16Recovery37Advantage-17(Upward Slash)BUFFCan be jump cancelled on hit Can be jump cancelled on hit j.2SGuardMidStartup16Recovery35Advantage-(Ashe Fork)BUFFThe second hit can now connect as an OTGCan hit a knocked down opponent off the ground. The second hit can now connect as an OTGCan hit a knocked down opponent off the ground. 2M/623MGuardMidStartup16RecoveryAdvantage-40(Raging Fury)BUFFThe last hit launches the opponent higher The last hit launches the opponent higher 4M/214MGuardThrow (170)Startup11Recovery23Advantage(Bloodlust)BUFFReduced recovery upon hitIncreased knockdown time Reduced recovery upon hit Increased knockdown time HP increased from 1100 to 1130 Guard Gauge increased from 1200 to 1300 Awakening Effect (Passive)BUFFEnhanced the \"Defense Increase\" effect.Increases defense, reducing incoming damageEnhanced the \"Guard Break Resistance Increase\" effect.Decreases the amount of Guard Gauge damage received when guardingEnhanced the \"White Life Damage Recovery Speed Increase\" effect.Increases the speed of white health recovery Enhanced the \"Defense Increase\" effect.Increases defense, reducing incoming damage Enhanced the \"Guard Break Resistance Increase\" effect.Decreases the amount of Guard Gauge damage received when guarding Enhanced the \"White Life Damage Recovery Speed Increase\" effect.Increases the speed of white health recovery Crouch&Crouching GuardBUFFReduced Crusader's crouching hurtbox height Reduced Crusader's crouching hurtbox height 2AGuardMidStartup7Recovery18Advantage+1BUFFReduced startup from 8f to 7fReduced the recovery from 17f to 15fLaunches the opponent higher on hit Reduced startup from 8f to 7f Reduced the recovery from 17f to 15f Launches the opponent higher on hit j.AGuardHighStartup7RecoveryUntil landing+3AdvantageBUFFReduced landing recovery Reduced landing recovery 5BGuardMidStartup14Recovery23Advantage+4BUFFReduced recovery (changed from +2f to +5f on block) Reduced recovery (changed from +2f to +5f on block) j.BGuardHighStartup14RecoveryUntil landing+12AdvantageBUFFIncreased hitstunNow staggers the opponent on counterhitGround bounces the opponent on airborne hit Increased hitstun Now staggers the opponent on counterhit Ground bounces the opponent on airborne hit j.SGuardMidStartup33Recovery35Advantage-10(Hammer of Repentance)BUFFNow staggers the opponent on grounded hit Now staggers the opponent on grounded hit 6SGuardMidStartup20RecoveryAdvantage-6(Flash Sphere)BUFFCan now be cancelled into from5A,5AA,2A,5B,2B,j.Sand2S. Can now be cancelled into from5A,5AA,2A,5B,2B,j.Sand2S. 5MGuardMidStartup15Recovery64Advantage-14(Miracle Splitter)BUFFReduced the startup for the projectile invulnerability framesExtended the untech time on the first hit Reduced the startup for the projectile invulnerability frames Extended the untech time on the first hit j.MGuardMidStartup15RecoveryUntil landing+15Advantage(Spear of Victory)BUFFReduced the landing recovery Reduced the landing recovery j.4M/j.214Mduring GraceGuardMidStartup200RecoveryAdvantage(Apocalypse)BUFFReduced the MP cost from 90 to 70Reduced the recovery for easier followups while airborne. Reduced the MP cost from 90 to 70 Reduced the recovery for easier followups while airborne. HP increased from 900 to 930BUFF Guard Gauge increased from 1000 to 1150BUFF Awakening PassiveBUFFAdded \"Attack Increase\" effect.Increases damage dealt on hitAdded \"White Life Damage Recovery Speed Increase\" effectIncreases the speed of white health recovery Added \"Attack Increase\" effect.Increases damage dealt on hit Added \"White Life Damage Recovery Speed Increase\" effectIncreases the speed of white health recovery 5BGuardMidStartup8Recovery20Advantage-4BUFFCan now be jump canceled Can now be jump canceled 2SGuardMidStartup13Recovery28Advantage-10BUFFCan now be jump canceled Can now be jump canceled 6SGuardMidStartup22Recovery12Advantage+3BUFFReduced recovery from ?? to 12+3 landing.Can now be followed up byj.S, even on whiff. Reduced recovery from ?? to 12+3 landing. Can now be followed up byj.S, even on whiff. 4SGuardMidStartup28RecoveryUntil Landing + 25Advantage-12BUFFThe first hit can now be cancalled intoj.S The first hit can now be cancalled intoj.S 6M/236MGuardMidStartup20Recovery24Advantage-8(Dragon Warrior Princess)BUFFIncreased knockdown time on counterhit Increased knockdown time on counterhit Bduring Summon AstraGuardMidStartup93 after 5MRecovery-Advantage~+40(Dragon Breath)BUFFLaunches back the opponent on the first hitThe last hit knocks the opponent further awayIncreased damage from 25x9 to 25x11, 50 Launches back the opponent on the first hit The last hit knocks the opponent further away Increased damage from 25x9 to 25x11, 50 HP increased from 850 to 900BUFF Guard Gauge increased from 1000 to 1150BUFF Awakening PassiveBUFFAdded \"White Life Damage Recovery Speed Increase\" effect.Increases the speed of white health recoveryAdded \"MP Recovery Speed Increase\" effect.Decreases MP recovery delay after using an MP skill Added \"White Life Damage Recovery Speed Increase\" effect.Increases the speed of white health recovery Added \"MP Recovery Speed Increase\" effect.Decreases MP recovery delay after using an MP skill CrouchAdjusted the hurtbox for consistency (larger?) Adjusted the hurtbox for consistency (larger?) Dodge (6G)BUFFReduced the recoveryAdded invulnerability against strikes on frame 1Increased projectile invulnerability Reduced the recovery Added invulnerability against strikes on frame 1 Increased projectile invulnerability 2SGuardMidStartup14Recovery36Advantage-22, [-6], {-17}BUFFCan now be jump canceled upon connecting with enchantress' hit Can now be jump canceled upon connecting with enchantress' hit Lua error in Module:MMC at line 57: Image not found.BUFFReduced landing recovery from ?? to ?? Reduced landing recovery from ?? to ?? 6M/236MGuardMidStartup0 (ENC), 20 (Madd)Recovery13 (ENC), 45 (Madd)Advantage+34(Harvest)BUFFReduced the recovery from ?? to ?? (from -12 on block to -5)Increased minimum damageLaunches the opponent higherExtended the untech time Reduced the recovery from ?? to ?? (from -12 on block to -5) Increased minimum damage Launches the opponent higher Extended the untech time 2M/623MGuardMidStartup0 (ENC), 30 (Madd)Recovery15 (ENC), 53 (Madd)Advantage+48during Showtime! (Madd the Guard)BUFFIncreased knockdown time Increased knockdown time HP increased from 900 to 950BUFF Guard Gauge increased from 1000 to 1150BUFF Awakening PassiveAddded \"Guard Damage Damage Increase\"Increases the amount of Guard Gauge damage dealt to the opponent when an attack is guardedAdded \"Movement Speed Increase\"Increases movement Speed Addded \"Guard Damage Damage Increase\"Increases the amount of Guard Gauge damage dealt to the opponent when an attack is guarded Added \"Movement Speed Increase\"Increases movement Speed Crouch & Crouching GuardBUFFReduced the hurtbox Reduced the hurtbox 5SGuardAllStartup15Recovery16Advantage-21BUFFIncreased blockstun (Opponent is forced to guard until the last hit) Increased blockstun (Opponent is forced to guard until the last hit) 2SGuardAllStartup23Recovery13Advantage-3BUFFReduced recovery from 17f to 14f (from -7 on block to -3)Can now be canceled into2M/623MGuardStartup19RecoveryAdvantage Reduced recovery from 17f to 14f (from -7 on block to -3) Can now be canceled into2M/623MGuardStartup19RecoveryAdvantage 6S~SGuardAllStartup12Recovery10AdvantageN/ABUFFExpanded the hitbox Expanded the hitbox 6S~S~SGuardAllStartup11RecoveryAdvantageN/ABUFFExpanded the hitboxCan now be canceled into MP skills on hit Expanded the hitbox Can now be canceled into MP skills on hit j.SGuardHigh then AllStartup29RecoveryUntil landing+20Advantage+4BUFFReduced recovery Reduced recovery 5MGuardAllStartup21RecoveryAdvantage-3(point blank)(Ghost: Single Strike)BUFFExtended the untech time Extended the untech time 5M~5MGuardAllStartupRecoveryAdvantage-12(Dyad: Soul Cross)BUFFCan now be canceled with2M/623MGuardStartup19RecoveryAdvantage. Can now be canceled with2M/623MGuardStartup19RecoveryAdvantage. 2M/623MGuardStartup19RecoveryAdvantage(Ghost Retracer)BUFFReduced the recovery upon teleporting Reduced the recovery upon teleporting HP increased from 1050 to 1100BUFF Guard Gauge increased from 1100 to 1250BUFF Awakening PassiveBUFFCan now cancel Charged MP skills into other MP skills, even on whiff.Also applies to2MSGuardMidStartup1 [?]Recovery40 [?]Advantage(Seismic Crash) followupAdded \"Defense Increase\" (5%)Increases defense, reducing incoming damage Can now cancel Charged MP skills into other MP skills, even on whiff.Also applies to2MSGuardMidStartup1 [?]Recovery40 [?]Advantage(Seismic Crash) followup Also applies to2MSGuardMidStartup1 [?]Recovery40 [?]Advantage(Seismic Crash) followup Added \"Defense Increase\" (5%)Increases defense, reducing incoming damage 2ABUFFLaunches the opponent higher when hit airborne Launches the opponent higher when hit airborne 2SGuardMidStartup14RecoveryAdvantage-12(High Kick)BUFFExtended the untech time Extended the untech time 4S/4[S]GuardMidStartup9RecoveryAdvantage-35(Air Steiner)BUFF Reduced landing recovery j.SGuardHighStartup14RecoveryUntil landing+5Advantage(Slam Kick)BUFFGround bounces even on normal hit (previously required counter hit) Ground bounces even on normal hit (previously required counter hit) 5MGuardMidStartup31Recovery24Advantage-4(Magnumsault, uncharged)BUFFThe second hit launches the opponent higherReduced the damage scaling in combosIncreased the blockstun (From -5 on block to -4) The second hit launches the opponent higher Reduced the damage scaling in combos Increased the blockstun (From -5 on block to -4) 2MGuardMidStartup1 [?]Recovery40 [?]Advantage(Seismic Crash)BUFFMoved up the counter window from 3f to 1f Moved up the counter window from 3f to 1f 6MGuardMidStartup24RecoveryAdvantage-8~+1(Shoulder tackle, uncharged)BUFFReduced the recovery from ??f to ??fLaunches the opponent higher on counter hit Reduced the recovery from ??f to ??f Launches the opponent higher on counter hit 6[M]GuardMidStartup40RecoveryAdvantage-7~+6(Shoulder tackle, charged)BUFFReduced the recovery from ??f to ??f Reduced the recovery from ??f to ??f 4[M]GuardThrow (250)Startup26Recovery32Advantage(Break Down, charged)BUFFIncreased the knockdown time Increased the knockdown time j.[M]GuardStartup28RecoveryUntil landing+7Advantage(Air Break Down, charged)BUFFReduced the recovery from ??f to ??f Reduced the recovery from ??f to ??f HP increased from 1000 to 1020BUFF Guard Gauge increased from 1050 to 1200BUFF Reduced hurtbox on crouching guardBUFF 2BGuardLowStartup13Recovery28Advantage-12BUFFLaunches the opponent higher Launches the opponent higher 2SGuardAllStartup12, 22RecoveryAdvantage-15(Dead Lift)BUFFAdded jump cancel to the second hit Added jump cancel to the second hit j.SGuardHigh, AllStartup18RecoveryUntil landing+5AdvantageVaries(Dead Six)BUFFExtended the untech time Extended the untech time 4MGuardAllStartup16RecoveryAdvantage-3(Sweep)BUFFReduced recovery from ??f to ??f (-7f on block to -3)Launches the opponent higher Reduced recovery from ??f to ??f (-7f on block to -3) Launches the opponent higher HP increased from 850 to 930BUFF Guard gauge increased from 1000 1150BUFF Awakening EffectBUFFAdded \"Guard Break Resistance\" effectDecreases the amount of Guard Gauge damage received when guardingAdded \"Movement Speed Increase\" effectIncreases movement Speed Added \"Guard Break Resistance\" effectDecreases the amount of Guard Gauge damage received when guarding Added \"Movement Speed Increase\" effectIncreases movement Speed Adjusted crouch hurtbox for consistencyREWORKED Reduced jump landing timeREWORKED 2AGuardLowStartup7Recovery19Advantage-1BUFFReduced startup from 9f to 7fReduced recovery from 15f to 13f Reduced startup from 9f to 7f Reduced recovery from 15f to 13f 5BGuardMidStartup16Recovery17Advantage+1BUFFReduced recovery from ??f to ??f (reduced by 5f) Reduced recovery from ??f to ??f (reduced by 5f) 5SGuardMidStartup16Recovery22Advantage-2(Punishing Cross)BUFFReduced recovery from ??f to ??f (reduced by 4f) Reduced recovery from ??f to ??f (reduced by 4f) 2SGuardMidStartup20Recovery20Advantage-8(Rising Cut)BUFFReduced recovery from ??f to ??f (reduced by 7f) Reduced recovery from ??f to ??f (reduced by 7f) 6SGuard-Startup0Recovery25Advantage-(Cut-in Dash)BUFFCan now be cancelled into various MP skills Can now be cancelled into various MP skills 4SGuardMidStartup34Recovery17Advantage-7(Flege's Essence)BUFFCan now be followed up with6S(even on whiff)Reduced the damage scaling in combos Can now be followed up with6S(even on whiff) Reduced the damage scaling in combos j.SGuardHighStartup18RecoveryFalling + 5Advantage~+17(Raid)BUFFMoved up the cancel timing after landingCan now be followed up with6Son landing Moved up the cancel timing after landing Can now be followed up with6Son landing 6MGuardMidStartup18Recovery21Advantage±0(Summary Justice)REWORKEDReduced the recovery from ??f to ??fIncreased the knockback of the last hit on hit and blockIncreased the blockstun of the third hit (from -6f on block to 0f) Reduced the recovery from ??f to ??f Increased the knockback of the last hit on hit and block Increased the blockstun of the third hit (from -6f on block to 0f) j.MGuardMidStartup12Recovery26Advantage-1(God's Wrath)BUFFReduced the recovery from ??f to ??f (reduced by 2f) Reduced the recovery from ??f to ??f (reduced by 2f) HP increased from 900 to 930BUFF Guard Gauge increased from 1000 to 1150BUFF Awakening EffectBUFFAdded White Life Damage on Block (Chip Damage) Increase effectIncreases the amount of white damage dealt to an opponent when an attack is guardedAdded Movement Speed Increase effectIncreases movement Speed Added White Life Damage on Block (Chip Damage) Increase effectIncreases the amount of white damage dealt to an opponent when an attack is guarded Added Movement Speed Increase effectIncreases movement Speed 5SGuardAllStartup14, 28Recovery26Advantage-7(Flame Cut)BUFFCan now cancel into2S Can now cancel into2S 2SGuardAllStartup15Recovery22[Air](+3 Landing)Advantage-12(Rising Cut)BUFFCan now be jump cancelled on hitCan now be cancelled intoj.2S Can now be jump cancelled on hit Can now be cancelled intoj.2S 6SGuardAllStartup15Recovery36Advantage-16(Kunai Throw)BUFFCan now be cancelled into4S, even on whiff Can now be cancelled into4S, even on whiff 4SGuard-Startup6Recovery15Advantage-(Ninpo: Log Clone)BUFFReduced the startup for invulnerability frames from 9f to 4f Reduced the startup for invulnerability frames from 9f to 4f j.2SGuardAllStartup14Recovery7(+5 Landing)Advantage+7 ~ +15(Flying Squirrel)BUFFReduced the recovery from ??f to ??fReduced landing recovery from ??f to ??f Reduced the recovery from ??f to ??f Reduced landing recovery from ??f to ??f HP increased from 900 to 950 Guard Gauge increased from 1000 to 1150 Awakening EffectAdded Attack Increase effectIncreases damage dealt on hitAdded Guard Damage increase EffectIncreases the amount of Guard Gauge damage dealt to the opponent when an attack is guarded Added Attack Increase effectIncreases damage dealt on hit Added Guard Damage increase EffectIncreases the amount of Guard Gauge damage dealt to the opponent when an attack is guarded 5AGuardAllStartup10Recovery18Advantage-3BUFFIncreased hitstunExtended the untech time Increased hitstun Extended the untech time 2AGuardLowStartup7Recovery22Advantage-6BUFFReduced the startup from 10f to 4fReduced the recovery from 19f to ??fIncreased hitstop duration and hitstunExtended untech timeCan now cancel into5A Reduced the startup from 10f to 4f Reduced the recovery from 19f to ??f Increased hitstop duration and hitstun Extended untech time Can now cancel into5A j.AGuardAllStartup7Recovery22(+2 Landing)Advantage-3BUFFIncreased hitstop durationLaunches the opponent higherReduced recovery from Until landing +5f to Until landing +2f Increased hitstop duration Launches the opponent higher Reduced recovery from Until landing +5f to Until landing +2f 5BGuardAllStartup17Recovery39Advantage-23BUFFThe disarming motion can now be cancelled by MP skills The disarming motion can now be cancelled by MP skills 2BGuardAllStartup15Recovery40Advantage-15~+24BUFFCan now be cancelled into various skills even on whiffLaunches the opponent higher Can now be cancelled into various skills even on whiff Launches the opponent higher j.BGuardAllStartup18RecoveryUntil landing+10Advantage-22~+2BUFFExpanded the hitbox Expanded the hitbox 2SGuardAllStartup16Recovery31Advantage-6(FM-31 Grenade Launcher)BUFFRemoved upper body hurtbox before and immediately after activationCan now be jump cancelledReduced the damage scaling in combos Removed upper body hurtbox before and immediately after activation Can now be jump cancelled Reduced the damage scaling in combos 4SGuardLowStartup18Recovery25Advantage-11~-17(Spriggan)BUFFReduced knockback distance Reduced knockback distance j.SGuardAllStartup15RecoveryUntil Landing+5Advantage-13~+3(Laser Rifle)BUFFReduced the landing recovery from Until Landing+8f to +5f (3f reduction)Increased hitstunAdjusted to Untechable Reduced the landing recovery from Until Landing+8f to +5f (3f reduction) Increased hitstun Adjusted to Untechable 5MGuardAllStartup20Recovery31Advantage-8(Charge Laser Rifle)BUFFReduced the MP cost from 50 to 30Increased the hitstunIncreased the blockstun (from -13f to -9f on block)Extended the untech time Reduced the MP cost from 50 to 30 Increased the hitstun Increased the blockstun (from -13f to -9f on block) Extended the untech time 2MGuardAllStartup18Recovery45Advantage-32(BBQ)BUFFReduced the recovery on hitLaunches the opponent higher Reduced the recovery on hit Launches the opponent higher 6MGuardAllStartup30Recovery39Advantage+38~+48(X-1 Extruder)BUFFReduced the recoveryCan now connect against downed opponents (OTG) Reduced the recovery Can now connect against downed opponents (OTG) 4MGuardAllStartup30Recovery16Advantage+13~+34(FM-92 mk2 Lancer)BUFFReduced the MP cost from 50 to 40 Reduced the MP cost from 50 to 40 j.MGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage+38(Quantum Bomb)BUFFIncreased minimum damage Increased minimum damage HP Increased from 1000 to 1050BUFF Guard Guage increased from 1100 to 1250BUFF Awakening EffectBUFFAdded Defense Increase effectIncreases defense, reducing incoming damageAdded Guard Break Resistance Increase effectDecreases the amount of Guard Gauge damage dealt to the opponent when an attack is guarded Added Defense Increase effectIncreases defense, reducing incoming damage Added Guard Break Resistance Increase effectDecreases the amount of Guard Gauge damage dealt to the opponent when an attack is guarded Reduced the size of the crouching and crouching guard hurtboxesBUFF 5AGuardAllStartup7Recovery13Advantage-2BUFFReduced the startup from 10f to 7fReduced the recovery from 18f to 15f Reduced the startup from 10f to 7f Reduced the recovery from 18f to 15f 2SGuardAllStartup20Recovery26Advantage-3BUFFCan now be jump cancelled Can now be jump cancelled j.SGuardAllStartup22Recovery-29Advantage+11BUFFNew move added New move added j.2SGuardAllStartup24RecoveryTotal 38AdvantageREWORKEDCommand adjusted (previousj.S) Command adjusted (previousj.S) 5MGuardAllStartup15Recovery39Advantage-22(Vanish Cutter)REWORKEDMoved up the jump cancel timing (can jump cancel earlier) Moved up the jump cancel timing (can jump cancel earlier) 2MGuardAllStartup1Recovery41Advantage(VAbsolute Guard)REWORKEDMoved the counter window startup from 3f to 1f Moved the counter window startup from 3f to 1f HP increased from 950 to 980REWORKED Guard Gauge increased from 1000 to 1150REWORKED Awakening EffectBUFFIncreased the debuff duration from 7s to 9s Increased the debuff duration from 7s to 9s 5AGuardMidStartup12RecoveryAdvantage-10~-3BUFFCan now be dash cancelled Can now be dash cancelled 2AGuardLowStartup7RecoveryAdvantage-6BUFFReduced the startup from 10f to 7fReduced the recovery from ??f to ??f (4f reduction) Reduced the startup from 10f to 7f Reduced the recovery from ??f to ??f (4f reduction) 6SGuardMidStartup14RecoveryAdvantage-8(Windmill)BUFFCan now connect against downed opponents (OTG) Can now connect against downed opponents (OTG) 4SGuardMidStartup15RecoveryAdvantage-7(Triple Tap)BUFFFirst hit can now be jump cancelled First hit can now be jump cancelled j.SGuardMidStartup183RecoveryAdvantage(G-14 Buster)BUFFReduced recovery for easier followups while airborne Reduced recovery for easier followups while airborne 6MGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7*(Deadly Approach)BUFFCan now be cancelled intoj.M Can now be cancelled intoj.M j.MGuardMidStartupRecoveryAdvantage(Scud Genocide)BUFF Now crumples the opponent upon final hit HP increased from 900 to 950BUFF Guard Gauge increased from 1000 to 1150BUFF Awakening EffectBUFFAdded Guard Damage Increase effectIncreases the amount of Guard Gauge damage dealt to the opponent when an attack is guardedAdded White Life Damage Increase on Block (Chip Damage) effectIncreases the amount of white damage dealt to an opponent when an attack is guarded Added Guard Damage Increase effectIncreases the amount of Guard Gauge damage dealt to the opponent when an attack is guarded Added White Life Damage Increase on Block (Chip Damage) effectIncreases the amount of white damage dealt to an opponent when an attack is guarded 6SGuardAllStartup16Recovery33Advantage-18(Crushing Fist)BUFFCan now be cancelled into all grounded MP skills, even on whiff Can now be cancelled into all grounded MP skills, even on whiff 4SGuardLowStartup14Recovery15Advantage+1(Low Kick)BUFFReduced recovery from ??f to 25f Reduced recovery from ??f to 25f j.SGuardAllStartup14RecoveryUntil landing + 7Advantage~+7(Air Walk)BUFFThe opponent bounces off the ground harder when hit while airborne The opponent bounces off the ground harder when hit while airborne 5MGuardLow, AllStartup8Recovery22Advantage-3(Shadowless Kick)BUFFThe third hit can now be jump cancelledDecreased knockback distance The third hit can now be jump cancelled Decreased knockback distance 6MGuardAllStartup18Recovery28Advantage-8(Mountain Pusher)BUFFCan now be dash cancelled on hit Can now be dash cancelled on hit 4MGuardAllStartup29Recovery13Advantage+4(One Inch Punch)BUFFCan now be dash cancelled Can now be dash cancelled HP increased from 850 to 900BUFF Guard Gauge increased from 1000 to 1150BUFF Awakening EffectBUFFVarious MP skills can be cancelled into6MAdded MP Recovery Speed Increase effectDecreases MP recovery delay after using an MP skill Various MP skills can be cancelled into6M Added MP Recovery Speed Increase effectDecreases MP recovery delay after using an MP skill j.BGuardHighStartup9Recovery20 + 3 LandingAdvantage-6~+15BUFFIncreased hitstunIncreased blockstun (from ??f to ??f on block) Increased hitstun Increased blockstun (from ??f to ??f on block) 6SGuardAllStartup14Recovery52Advantage-14BUFFThe first hit can now be jump cancelled The first hit can now be jump cancelled j.SGuardAllStartup16Recovery36 + 7 LandingAdvantage-21BUFFHitbox size increased Hitbox size increased j.MGuardAllStartup31Recovery29Advantage+4(Airborne Relentles Biting Wind)BUFFReduced the recovery Reduced the recovery 6MGuardAllStartup10Recovery28 (6M~6M)16 + 5 Landing (~j.6M)Advantage+77(Wind Orb)BUFFReduced the MP cost from 50 to 30The startup can now be cancelled into6M > 6M(Storm Quaker)Reduced the recovery when performed airborne Reduced the MP cost from 50 to 30 The startup can now be cancelled into6M > 6M(Storm Quaker) Reduced the recovery when performed airborne 4MGuardAllStartup15Recovery5Advantage+13(Wind Twist)BUFFThe startup can now be cancelled into4M > 4M(Vortex Hurricane)Reduced the recovery when performed airborne The startup can now be cancelled into4M > 4M(Vortex Hurricane) Reduced the recovery when performed airborne HP increased from 1050 to 1080BUFF Guard Gauge increased from 1050 to 1200BUFF Awakening EffectBUFFVarious MP skills can be cancelled into the second hit of6M, even on whiff Various MP skills can be cancelled into the second hit of6M, even on whiff 2AGuardLowStartup7Recovery22Advantage-6BUFFReduced the startup from 8f to 7fReduced the recovery from ??f to ??f (1f reduction) Reduced the startup from 8f to 7f Reduced the recovery from ??f to ??f (1f reduction) 6SGuardAllStartup15RecoveryAdvantage-8~+14(G-Bomb)BUFFCan now be cancelled into4S(Swashbuckler's Refreshment) even on whiff Can now be cancelled into4S(Swashbuckler's Refreshment) even on whiff 2SGuardAllStartup18Recovery23Advantage-5(Black Crescent)BUFFCan now be jump cancelled Can now be jump cancelled 4MGuardAllStartup18RecoveryAdvantage-23(Oppression)BUFFReduced landing recovery during Awakening Reduced landing recovery during Awakening HP Increased from 1000 to 1100BUFF Guard Gauge increased from 1050 to 1200BUFF Awakening PassiveBUFFAdded \"Attack Increase\" effectIncreases damage dealt on hitAdded White Life Damage on Block (Chip Damage) increase effectIncreases the amount of white damage dealt to an opponent when an attack is guarded Added \"Attack Increase\" effectIncreases damage dealt on hit Added White Life Damage on Block (Chip Damage) increase effectIncreases the amount of white damage dealt to an opponent when an attack is guarded Crouching GuardBUFFReduced the hurtbox. Reduced the hurtbox. 5BGuardMidStartup11RecoveryAdvantage-12BUFF Reduced the recovery from ?? to ?? (8f reduction) Can connect against knocked down opponents. 2BGuardLowStartup13RecoveryAdvantage-16BUFF Reduced the recovery from ?? to ??. (9f reduction) 2SGuardMidStartup14RecoveryAdvantage-12BUFF Can be jump canceled 5MGuardMidStartup20RecoveryAdvantage-1BUFF Can be immediately followed-up by ‘Inferno Charge’, ‘Crescent Slash’ and ‘Behead’ upon activating the skill." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.09", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Berserker", "text": "Berserker's superior midrange options can be a struggle to fight against as Hitman. Berserker can safely back away and enter frenzy from fullscreen as Hitman has no options to challenge it Frenzy makes it even more difficult to challenge Berserker in neutral thanks to his massive movement speed increase and access to Bloody Twister The pace of the neutral is generally set by the Berserker player, forcing Hitman to be defensive. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Berserker is annoyingly able to play neutral at a much faster pace then Hitman, with Berserker's5Bhaving relatively the same range as Hitmans2B, but besting it in speed. Additionally, Berserker's6Sprojectile works threefold against Hitman. At a base, the projectile sits still, letting it work both as a wall and as a meaty option on oki. If the Berserker pressesSagain, it will act as a standard projectile and can be used for zoning." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Berserker has lackluster defense however, with his reversal being narrow in size and also one of the most punishable on block, giving Hitman a free counterhit5MSstarter. Additionally, while Berserker's6Scan act as a wall in neutral, if its placement is rolled through, Hitman gets a free punish. Hisj.MShas a hit box on both sides once he lands, drastically reducing Hitman's whiff punish options" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Berserker's Frenzy buff gives him a much faster run speed and extra hits on certain moves, drastically improving his approach and pressure game. A Berserker in Frenzy forces Hitman to play defensively as hitman's neutral tools become too slow to stop him, backed with the threat of Bloody Twister making even throwing out a neutral poke high risk. Berserker's ability to gain conversion on demand also lets him run some scary mixups, through Hitman can reversal through a lot of reset attempts. On block, Berserker's236Mwill push their opponent to almost full screen, a position where is is favored against Hitman due to being able to throw projectiles to zone or safely enter Frenzy. While all these combined is very potent, Berserker needs to spend a large amount of his life in Frenzy to maintain his pressure options, leaving a careless Berserker player at the mercy of Hitman's awakening options - he cannot challenge623MintoShattering StrikeGuardAllStartupVariesRecoveryAdvantage-5withHis DPGuardMidStartup16RecoveryAdvantage-40most of the time due to its small horizontal reach." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Crusader", "text": "Neutral will be fairly even, both being slow and wanting to get the big first hit with lengthy hitboxes. Crusader's6SFireball will be easily counterable on reaction with5M, leading to crumple. Hitman6Swill be very solid in whiff punishing most of Crusader's long normals in neutral, such as5Aand2B. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Neutral can be tossed in either character's favor, with Hitman's Meter Specials (e.g.5M,236M) being able to be thrown out as a read, usually leading to combos. While Crusader5Mis projectile invincible, Hitman has one projectile, and you generally aren't using it in neutral, meaning you can stuff out Crusader5Min neutral with things like 2B and 5S." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Crusader's defense is definitely lacking in certain areas, leading for big opportunities for Hitman to expand on. Crusader DP only has armor and a small horizontal range, meaning it can be called out with a grab or spaced combo starters. While size doesn't make the largest difference, you may be able to extend your combos at further ranges due to Crusader's large hurtbox, as well as very easy instant overheadj.Bbecause his crouch is so large." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "On the defensive end, it can be a struggle, especially since Crusader can destroy you off blocking DP. If you are in the corner, expect a mix of meaty Fireball, overheads withj.B, and lows with2B. Hitman DP struggles in the vertical department, which can meanj.Borj.Scan outrange and start more pressure for Crusader. In terms of the very close-range, you can out-speed Crusader well, with his fastest option being frame 82Aand having bad range, things like Hitman5A,2A, and5Bbeing able to beat it. (Note that Crusader2Ais faster than Hitman5B, but has the shorter range, so it can be beat out some ranges.) Also take into account that Crusader counter (4S) can actually punish his Shatter Strike Awakening Skill on block after certain moves from Hitman." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Hitman", "text": "Hitman mirrors usually revolve around playing safely and whiff punishing the opponent Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "The mirror.6Sis a great at whiff punishing most of Hitman's moves that miss, as they tend to have pretty high recovery.2Bdoes a great job at poking under the opponent's5Sand preemptively stopping their6Sattempts.5Sis also great at acting as a wall, stopping a6Sor any option the opponent wants to use that requires a run up." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Hitman's reversal outside of awakening has a slight deadzone around a 45 degree angle above him, allowing a neutral jump bait and punish withj.B>j.S" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Thanks to the extraordinarily deep vertical reach hitbox ofj.B, it can be surprisingly hard to anti air a fellow Hitman with normal options like5A. Instead, go for pre-emptive options like2S,5M, and risingj.A." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Ranger", "text": "Hitman has no means of fighting projectiles, forcing him to rely on universal system mechanics to close distance. Ranger can reliably bait and beat hitman's DP thanks to pressure options like214Mand his disjointed air options stalling his trajectory. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Ranger is one of the archetypical zoners of DNFD, and Hitman is a character that struggles at fullscreen which is where every mistake vs Ranger will put Hitman. Expect to dash block frequently until the Ranger is close enough where Hitman can threaten jumping over or rolling through the next projectile, or contesting with Hitman's2Bor6S." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Matchups", "title": "Hitman", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "Combo Theory", "text": "Vanguard is a long-range heavy-hitter, being able to easily convert from almost anywhere on screen for massive amounts of damage.He is also extremely mana-efficient, with most optimal combos being possible starting at just 100 mana. Wow! AllSstarters except2SGuardMidStartup14RecoveryAdvantage-12are practically the same.2Sgenerally makes5MGuardMidStartup20RecoveryAdvantage-1follow-ups awkward, so in most cases it is preferred to route intoj.MGuardMidStartup15,16RecoveryUntil Landing (+18)Advantage+2dc into moreSkills.The main idea is to just land as manySkillsas possible before going into5M~2MGuardMidStartup28RecoveryAdvantage-7, while still keeping them in range for the follow-up OTG. Though you can almost always continue a combo after5M~2M, sometimes it's best to stop early, before granting your opponent their Awakening Passive.This HKD gives you enough time to safe jump by forward-jumping twice and usingj.BGuardHighStartup10RecoveryUntil Landing (+3)Advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "Intro/Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "Intro5A/5B/5SStarters", "text": "These all work from round-start range. Keeping it short ensures that you won't be too far for the later hits to connect.These are not just beginner combos! They will always continue to be useful!" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "Core5SCombo", "text": "Though there are many variants and extensions, this is the most common sequence. It makes use of dcj.M, which is a crucial part of Vanguard's combos." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "Read First", "text": "Instead of listing every single possible combo, this practical list aims to show you Vanguard's \"Combo Rules\". Knowing these rules should allow you to improvise as needed. The combos in the \"Anywhere\" tab can also work in the corner. The combos you find in the \"Corner-Only\" tab are often just slight optimizations made possible by the position. Some of Vanguard's combos may need to be omit hits to keep the opponent close enough or unable to tech out for the rest of the combo. Common hits to omit are thesecondhit of5M, thefirsthit ofj.S, and the5Sin aSkillchain." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "5A/2AStarters", "text": "Starting Position: ¹Skipping5Bwhen possible makes for better overall scaling. ²At farther ranges, adjust to4S>6S" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "5B/2BStarters", "text": "Starting Position: *Skipping5Bwhen possible makes for better overall scaling." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "SkillStarters", "text": "Starting Position:" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "ManaStarters", "text": "Starting Position:" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos", "title": "Vanguard", "section": "This is Great, But I'm Looking For That Disgusting Stuff", "text": "Don't Fret,Click Hereto Hit the Griddy (WIP)" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Starter", "title": "Inquisitor", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Resources", "title": "Striker", "section": "Intro", "text": "This page is Striker's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Resources", "title": "Striker", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Resources", "title": "Striker", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. SonicSol Striker Guides [Beginner Striker Guide] [Optimized Combo Guide] https://twitter.com/Silvius_Sama/status/1539951529972703232" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Resources", "title": "Striker", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Resources", "title": "Spectre", "section": "Intro", "text": "This page is Spectre's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Resources", "title": "Spectre", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Resources", "title": "Spectre", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Resources", "title": "Spectre", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Overview", "text": "Ghostblade is a unique space control character who fights alongside his Warrior Ghost counterpart. UsingMSmoves, Ghostblade can command the Ghost to attack independently from himself, making him a master of the neutral and whiff punish game, while also having options to attack and pressure in tandem with the Ghost for close range offense. He can rule neutral by threatening high damage punishes via his long normals, and5MGuardAllStartup21RecoveryAdvantage-3(point blank), a fullscreen projectile which he can react to and hit confirm into5M~MGuardAllStartupRecoveryAdvantage-12for a crumple on normal hit, starting high damage combos that reliably carry to the corner. Ghostblade can also effectively control the airspace with6MGuardAllStartup22RecoveryAdvantage+7, +45, netting a combo on a correct read, or otherwise putting him advantage, were the opponenet to block it on the ground. This is all tied together by2MGuardStartup19RecoveryAdvantage, a teleport that takes Ghostblade to his Ghost's current location in a moment's notice. In pressure, Ghostblade makes use of4MGuardAllStartup40RecoveryAdvantage+andj.MGuardAllStartup34RecoveryAdvantage+39, +95to mix up the opponent in between the Ghost's staggered attacks, threatening strike/throw mixups at any moment, mixing it up with tricky movement from his teleport to force mixups, bait attacks, or reset pressure. His combo routes also naturally lead into hard knockdowns that set up powerful Ghost-assisted safejumps into further mix ups. Where Ghostblade tends to struggle is on defense;2MGuardStartup19RecoveryAdvantageis not invulnerable on startup to make up for its great utility. This makes it so the opponent has more options to keep Ghostblade locked down on offense, and forces the player to think more carefully about when to take a chance and escape. Ghostbladeis classified as aGimmickyA type that bends the rules of battle.type. He has many strong poking moves and fights alongside his Ghost, attacking in tandem with it or usingGhost RetracerGuardStartup19RecoveryAdvantageto teleport to its position. Neutral King: Most of Ghostblade's attacks are amazing neutral tools, threatening a combo at any range. Combined with his teleport, letting him quickly reposition at any moment, Ghostblade's moveset lends itself to a strong neutral game. Ghost Presence: Ghostblade's MS Skills are amazing screen control options, such as6MGuardAllStartup22RecoveryAdvantage+7, +45keeping opponents from safely being able to jump.5MGuardAllStartup21RecoveryAdvantage-3(point blank)into5M~5MGuardAllStartupRecoveryAdvantage-12is also an amazing whiff punish tool with high damage return. Strong Okizeme: Ghostblade's combos almost always end in safejumps. These can be turned into setups with Ghost that lead to strong strike/throw mixups. Corner Carry: Many of Ghostblade's combo routes naturally push the opponent deep towards the corner. He can also reliably side switch mid-combo by using the Ghost's active frames or taking advantage of the crumple state and rolling through the opponent. Weak Defense: Ghostblade's reversal is not a DP and not invincible from the first frame, his guard cancel is prone to being baited in ways unique to him due to its linear hitbox, and he is tied for the slowest2Ain the game at 7 frames, which means Ghostblade generally finds himself struggling versus the opponent's pressure. Fragile Ghost: The Ghost that is summoned with4MGuardAllStartup40RecoveryAdvantage+,6MGuardAllStartup22RecoveryAdvantage+7, +45,j.MGuardAllStartup34RecoveryAdvantage+39, +95, and5MGuardAllStartup21RecoveryAdvantage-3(point blank)can be killed in one strike, ending the rest of the move. Meter Reliant:MP Skillsare a huge part of Ghostblade's gameplan at all times, and without resources to use them, he loses several threatening options to set the pace of the match with. Furthermore, his mana skills are extremely expensive, meaning he's often forced to go into mana debt to maintain his pressure. Oftentimes, this means he won't have the mana necessary to defend if the opponent manages to turn the tables on him." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Unique Mechanics", "text": "Ghost: Sky Slash and Ghost: Phantom Wind can be jump cancelled Ghost Retracer is enhanced Movement speed is greatly increased Increases damage dealt to opponents by 14%. (both red and white damage are increased). Increases Guard Damage. Increases Movement Speed." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "5A", "text": "Not very fast at 8 frames of startup, but covers a significant range to compensate. As it cannot be crouched and is relatively noncommittal, this normal is very useful in neutral, whether to apply pressure or as a whiff punish. Combo routes from it should be adjusted to account for its poor proration. Decent anti-air, if somewhat inconsistent. Being anAnormal, it has a huge number of cancels on contact, including5AAfor catching rolls. This makes its -4 frame advantage more appealing than at first glance." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "5AA", "text": "Combo and blockstring filler, as well as potent pressure starter. Cancelling into jump allows for a very low heightj.M, providing a high/low mixup betweenj.Aand2Athat, while fuzzyable, is great for catching opponents off guard. The major benefit to setting upj.Mthis way is thatj.Awill naturally safejump after while frametrapping opponents mashing, meaning this pressure starter is also a great way to bait out unsafe reversals. Slightly more negative than5Abut retains a huge amount of cancel options which makes it similarly scary. A whiff cancel option from5A, making it great option to rollcatch after a corner throw." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "5B", "text": "Great poke with some forward movement, allowing it to hit from roundstart. Combos into5MGuardAllStartup21RecoveryAdvantage-3(point blank)on regular hit at any range, allowing for a full combo when doing the followup. Links into4Sand2Son counterhit Generally undesirable as combo filler outside of confirming fromAnormals, as2Bhas better followups in most scenarios and may whiff if cancelled into due to this move having more range than it." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "2A", "text": "Ghostblade's fastest low. Its startup makes it difficult to use for abare, but similarly to5A, it has great range that allows it to punish attacks that would otherwise be safe at certain spacings, allowing for a confirm into a full combo. Should not be used for neutral, however, as5Ais only one frame slower while having better range and still hitting crouchers, though2Acan catch low slides. Similarly to its standing cousin, it can be scary for opponents to challenge it due to the large amount of cancel options despite its poor frame advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "2B", "text": "Combos into4SGuardAllStartup22Recovery37Advantage-15on air hit if the opponent is high enough and scaling isn't too severe; as a result, it's one of Ghostblade's most important combo filler normals, though unfortunately not fit for use in neutral due to having barely more range than2Aand more recovery. Similarly to most2Bs, this move launches on hit. On counterhit, it gives a hard knockdown." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "j.A", "text": "Amazing air-to-air and Ghostblade's best anti-air option. Chainable toj.Bwhich can lead intoj.Sorj.Mfor a combo on air connect. Its fast speed allows for sneaky overhead attempts afterj.Mor empty jump conversion." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "j.B", "text": "Strong air button for jump-ins and air-to-air combos. Its vertical hitbox is much deeper thanj.A, though it has slightly more landing recovery, making it less preferable in some safejumps. Hits standing opponents universally on the way up, which makes it useful as a throw tech bait." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Throw", "text": "A+B The crux of Ghostblade's mixup. The abundance of situations where Ghostblade can force a mixup make it a strong tool, especially considering he is one of the few characters that can combo off throw - Ghostblade also possesses damaging routes to punish someone looking to tech this. Unlike most characters, Ghostblade doesn't really mind sending the opponent away with a midscreen throw, since he's still very powerful at that range. As for the corner, the most stable post-throw option is5Awhile inputting5B, and holding block. This will whiff against several reversals while remaining safe, starting pressure, score a combo against abare attempts, and even catch jumps or rolls. Even if the opponent chooses to block, Ghostblade gets to maintain pressure." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Ultimate Phantom Slash", "text": "5S Slashes four times in a wide horizontal area around the Ghostblade, with a short pause before the final swing. A strong stagger pressure option that covers a lot of space. While the move visually appears to hit behind Ghostblade, it completely lacks any backwards-facing hitbox, making the move much weaker to rolls than one would first expect. While5Sis very unsafe on block, the threat of cancelling into other moves can make opponents afraid to challenge it.5M,6M, and4Mare all safe cancels after this move, with options to catch a roll or other defensive options.4Sis also a cancel option, which leads into that move's similar stagger situation that can be risky to challenge. Make sure to not run out of meter when using this move, as Ghostblade has no safe manaless followups. 5S>4Sis a central meterless combo route for Ghostblade, and a core way to convert into a combo when lacking the mana for5M~5M's crumple. The final hit launches and naturally combos, but2B>5S(2)>4Salso works for less scaling and more consistency at different ranges.6SSScan also work in long-range conversions, especially useful when out of mana and needing to convert a hit that would otherwise drop." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Spectral Eradication", "text": "2S A massive horizontal slash that reaches a little more than half the screen. While it has as no true strings leading into it, it's still a powerful poke, pressure option, punish tool, and combo tool. Very strong, long range poke that is barely minus on block, but punishable if made to whiff preemptively with a roll or jump. With good knowledge of the opponent's options and tendencies,2Sis a strong option to fish for hits with, especially considering that it's possible to confirm into a full combo with the cancel to2M. Even if2Sgets blocked, an instant cancel to teleport is still +1, which lets Ghostblade restart pressure against many characters from up close. On top of that, the move is completely roll-safe even leading into a punish in cancels fromBnormals, but it can be delayed if someone is eager to mash roll and claim their turn, leading to a big damage combo.2Sis also Ghostblade's single best starter on counterhit, which makes it especially rewarding as a frametrap to punish mashing. An absolutely vital combo tool in the corner. Thanks to its recovery, most2Sairborne hits can link into another (sometimes even a third depending on the opponent's character) while still setting up for either a6SSSor2B>4Sender that leads to a safejump. This makes Ghostblade's corner combos very beneficial for his meter economy, while also setting up his strong okizeme." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Drive Slash", "text": "6STemporarily invincible against projectile property attacksTemporarily invincible against throws A dashing 3-hitrekkaA series of special attacks that are only available after the first one is performed.that can only chain into subsequent strikes on hit. Has unique properties on its individual hits, though all of them are generally similar. Combo starter and ender that leads into Awakening Skill. The first hit. Has brief projectile invincibility. Very fast for its range but in exchange it's usually unsafe on block or if no followups are input on hit. Is a crossup but can whiff at close ranges. Has great synergy with Conversion andj.M/4M, which make it a safe tool to enforce guard bar usage and give way to strike/throw mixups. Using Conversion makes this move a 15 frame, half screen lunge attack that immediately lets Ghostblade start offense, which makes him very threatening after getting thrown or getting out of offense. The move can also be used as a frame trap against opponents looking to take their turn back when used as a delay cancel from his blockstrings, also catching opponents attempting to walk back due to its crossup properties. This can be performed without conversion in order to keep your opponent on their toes, though it is incredibly risky. Cancels into Awakening skill. Time the6Sbetween the two attacks ofj.Mto get a safe guard button check. Stay close to the opponent before the first hit of4Mto make6Swhiff and you'll be safe in way that can even give you your turn, while checking for guard button usage. Identical to the first hit, but is guaranteed to hit if the first one has already landed, and not available otherwise. As such its uses are extremely limited and it's rarely, if ever, worth stopping here. Sends the opponent into a soft knockdown, securing miniscule frame advantage depending on the height of the hit. Cancellable into anyMSmove, making it a good tool to convert long range hits into combos for cheaper, or get time to recover meter in regular routes. While a reliable ender in juggles, it has an awkward tendency to fall out in grounded confirms with highly prorated hitstun. Can once again be cancel into Awakening Skill. Provides a slightly better knockdown than the other two attacks, nearly eliminating any reason to end in those ones, even in juggles. Cancelling into a delayed4Mallows for a strike/throw mixup that allows for a combo after throw. This mixup, its consistency as an ender, and the mana generated by the extra hits and combo duration, mean that this ender is typically better to go for than4S 6S Throw and projectile invuln from frame 7 to frame 15" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Soul Strike", "text": "4SInflicts hard knockdown on hitCan hit a knocked down opponent off the ground A massive downward slash that can be cancelled intoMSmoves. Useful in pressure as a highly threatening tool to keep people from mindlessly rolling the gap it leaves after any hit it's cancelled into from, but heavily whiff punishable if the opponent takes the risk and guesses right. Despite the hilarious disadvantage on block, it's pretty scary to attempt to punish due to the potential followups. Inflicts a huge amount of blockstun, so cancelling it into4Mlets Ghostblade recover before the opponent, which makes this sequence a pressure reset. A cancel into2Malso leaves Ghostblade up to about +5. In combos, options and routes depend on height: Higher connects can be followed with236MSGuardAllStartup22RecoveryAdvantage+7, +45, and214MSGuardAllStartup40RecoveryAdvantage+'s ability to hit OTG makes it a consistent followup at any height, and a key part of most combos. Any4Sender can lead to safejumps, but timing can vary. High hits require the safejump to be delayed, whereas grounded or low air hits guarantee it by simply holding 9 after the ender and usingj.Aorj.Bas a meaty." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Cross Slash", "text": "j.SOverhead attack. Must be guarded standingCan hit a knocked down opponent off the ground Downwards midair slash that halts air momentum and launches on hit. Mostly used as combo fodder during214MSGuardAllStartup40RecoveryAdvantage+loops. Risky in pressure due to its sluggish startup which makes it heavily counterable if used as a divekick. Regardless, its guard bar damage is nothing to be ashamed of, nor is the frame advantage. Can be cancelled into from air normals, which is very useful due to the potency ofj.Aas an anti-air option. This leads to a full combo on hit withj.A>j.B>j.S. Only hits once if used as anIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.. This still leads to a combo." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Ghost - Single Strike", "text": "5M5M is a projectile attackDyad: Soul Cross forces a hard knockdown on hit Sends the ghost fullscreen as a projectile. Good neutral tool, fast enough to whiff punish some moves on reaction at full screen. Makes for a strong and safe frame trap from pressure tools. The only move it is a true blockstring from is4SGuardAllStartup22Recovery37Advantage-15, which itself has no true strings into. Without following up, is always safe on block and becomes up to +3 at max range. Cancelable into623MGuardStartup19RecoveryAdvantageand5M~MGuardAllStartupRecoveryAdvantage-12.623Mcancel is safe and can be plus at max range. Also sideswaps at close range. 623Mcancel is safe and can be plus at max range. Also sideswaps at close range. In addition to being an excellent whiff punish tool, combined with the followup this move is one of Ghostblade's most rewarding combo starters. The Ghostblade very quickly rushes to the Ghost's destination, where they both attack the enemy simultaneously. If opponents start acting immediately after5Mthis cancel can be a risky way to punish that habut, though the623Mcancel can cut the recovery and put Ghostblade at a safe distance for a steep manacost. As it crumples on hit, Ghostblade can confirm5Mhits and use this move on reaction for a full combo from very far away. This property also makes it a reliable tool for confirming pokes like5B. Can be jump cancelled (+15 on block). Cancelling into the followup too quickly will cause the first hit of5Mto whiff at fullscreen distance. 5M~5M +15 on jump cancel" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Ghost Retracer", "text": "2Mor623MTemporarily fully invincible Teleports the Ghostblade a set distance forwards. Despite sharing an input commonly reserved for invincible reversals, the move has very little invincibility and it is not in the early frames. This makes the move harder to properly use than other reversals, but has incredible utility to make up for it. In neutral, this move can be used as an anti-air against slower air normals (such as Grappler'sj.[S]) to safely punish them, and can also be used preemptively to make ground pokes whiff and then punish them, unless the opponent is waiting for it. Spotting or reading adequate gaps in the opponent's offense and using2Mto escape can lead to whiff punishes or turn-steals that a regular roll cannot provide. This becomes especially potent when cornered, where a single mistake by the opponent can lead to the situation being reversed and them having to endure Ghostblade's strong offense. This strategy can also be used on read against Guard Cancels to make them whiff and punish them." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Ghost: Sky Slash", "text": "6Mor236MIs a projectile property attackInflicts hard knockdown on hit Launches the Ghost forward into the air at roughly a 30 degree angle, then comes back on the same path back to the Ghostblade, striking once on launch and once on return. Leaves Ghostblade at advantage even on the first hit. The angle the Ghost launches at is great at stopping opponents from jumping at midscreen or farther and can be converted into a combo. It can be used as a mixup opportunity as there is enough of a gap between the two hits to time a throw. Second hit will often whiff on crouching opponents and in the corner, but Ghostblade will still be plus enough to keep his turn. The second hit applies a slight ground bounce, allowing for easy extensions or safejump setups with moves like2S,4S, or2B" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Ghost: Phantom Wind", "text": "4Mor214MIs a projectile property attackCan hit a knocked down opponent off the ground Summons the Ghost to move forward and attack with 3 greatly staggered slashes. Ghostblade can move and attack freely while the Ghost is out. HitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"to launch knocked down opponents back into the air for extended combos, which is used in a lot of Ghostblade's routes. There is a gap between each hit where Ghostblade can throw the opponent. Since this move catches jump attempts, opponents can be forced to either reversal or tech the throw, both of which can be shimmied and punished for astronomical damage. If a throw is done before the first hit lands, the final hit will catch the opponent, netting a combo off a corner throw and removing the opponent's white life while continuing offense." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Ghost: Targeted Hit", "text": "j.MIs a projectile property attackCan hit a knocked down opponent off the ground One of Ghostblade's most versatile moves. Summons the ghost after a delay, dealing a falling strike that inflicts a Hard Knockdown followed by an uppercut slash, launching the opponent; both hits hit OTG. While the first hit has a deadzone between Ghostblade and the Ghost, the second hit is absolutely massive, hitting everything in a gigantic bubble around the Ghost. Using it halts all air momentum and it also lets Ghostblade recover in the air and attack almost immediately after, which can help bait more committal anti-airs that whiff above a certain height and give safejumps in unlikely situations. Very easy to set up from5AAjump cancel. Can be cancelled into fromj.Aandj.Bwhich allows for repeated overheads to check the opponent's defense, as well as air-to-air conversions via where the Ghost slams, then relaunches the opponent for a regular grounded combo followup.In crumple routes from5M~Mor Counterhit2S, using it as anIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.will grant enough time to fit a2Sbetween the two hits, giving a high launch and setting up for Ghostblade's most damaging combos. Has a throwable window before and after the first hit, which is useful in safejump oki." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade", "title": "Ghostblade", "section": "Phantasmal Slayer", "text": "AS Ghostblade's Awakening Skill. Good range, little below half screen, and has a surprising vertical hitbox, but Ghostblade's other neutral tools make its uses as one obsolete. Can be cancelled into from anySmove or regular normal. The ability to hit OTG makes it a good ender after4S, but can hit after any hit of6S, sometimes even on grounded connect. Like other Awakening Skills, it will break armor on hit, though the slow startup and limited range make it an extremely risky option." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.03", "title": "Version", "section": "Intro", "text": "v1.03Date Released:July 20, 2022 LinksOfficial Site" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.03", "title": "Version", "section": "System Bug Fixes", "text": "Training Mode (STEAM)Fixed an issue where recording actions for training dummies while using customized button settings would cause dummies to replay unregistered actions. Fixed an issue where recording actions for training dummies while using customized button settings would cause dummies to replay unregistered actions. Online Mode (STEAM)Fixed an issue where players would be disconnected when starting Round 2 in online matches while using a keyboard.The end-of-round scene can be skipped with keys allocated to attacks. Fixed an issue where players would be disconnected when starting Round 2 in online matches while using a keyboard. The end-of-round scene can be skipped with keys allocated to attacks." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.03", "title": "Version", "section": "Character Changes", "text": "Air Walk (j.M)GuardAllStartup18Recovery11 + 2 LandingAdvantage-Changed the skill's gravity upon its activation. Changed the skill's gravity upon its activation. Break Down (214M)GuardThrow (250)Startup7Recovery36AdvantageBUFFEnlarged the downward hitbox of the attack, enabling it to hit crouching Enchantresses. Enlarged the downward hitbox of the attack, enabling it to hit crouching Enchantresses. Sacred Upper (2S)GuardMidStartup18,26Recovery29Advantage-12BUGFIXFixed an issue where the slamming attack could hit downed opponents repeatedly in some situations.This change removed an infinite combo. Fixed an issue where the slamming attack could hit downed opponents repeatedly in some situations.This change removed an infinite combo. Mysterious Pierce (236M)GuardAllStartup30Recovery16Advantage+9BUGFIXFixed an issue where the skill’s projectiles would not interact properly with other projectiles. Fixed an issue where the skill’s projectiles would not interact properly with other projectiles." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.03", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Resources", "title": "Swift Master", "section": "Intro", "text": "This page is Swift Master's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Resources", "title": "Swift Master", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Resources", "title": "Swift Master", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Original tweet:https://twitter.com/Silvius_Sama/status/1539786434223153154 YT mirror: Original tweet:https://twitter.com/Silvius_Sama/status/1539739245300047873 https://twitter.com/omnisscythe/status/1541193252363182080?s=21&t=CS-nFLGSFq2OGZmxdeeNtA" }, { "url": "https://www.dustloop.com/w/DNFD/Swift_Master/Resources", "title": "Swift Master", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Combos", "title": "Ghostblade", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Combos", "title": "Ghostblade", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple (5AA/2A) >5B>2B>5S(2) >4SAn easy combo that confirms from all the basic parts of Ghostblade's normal pressure. Works at any screen position and any distance other than the absolute max range of his normals, and creates a hard knockdown, allowing Ghostblade to run his safejump okizeme at closer distances. Can very easily lead into his more extended combos with4M. (Starter) >5M~5M>4S5M~5Mis an excellent tool for both neutral and combos with Ghostblade, and being able to turn it into good damage when it lands is one of the keys to success with the character. If you want to keep the same side, you can easily roll through your opponent and continue the combo as normal. End with4Sfor a hard knockdown and a safejump, or an extension with4M. Alternatively, in the corner, launch with2S, then pick up with2B>4Sinto the rest of your combo. Especially useful when you're in exhaustion after the5M~5M. ... >6S> Conversion,2B5S(2) >4SReliable combo from arguably your best use of Conversion in neutral. After the Conversion, many other routes are possible, this one is simply the most consistent." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Combos", "title": "Ghostblade", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character (Starter) >2B>5S(2) >4S>4M>4S(during second hit of4M) > run up2B>4SThe main combo you'll be using with Ghostblade, and it's an excellent one -- it works anywhere on screen, has excellent corner carry, and grants a hard knockdown, which is extremely good for Ghostblade. If you're having trouble getting the2B>4Sender to work midscreen, you can follow up with2B>6SSSor even just6SSSon its own. (Starter) >5M~5M>2S>2B>4S>4M>4S(during second hit of4M) >2S> (2S>)2B>4SThis corner combo takes advantage of the high launch and untechable spin state on air hit2Sto deal very threatening damage while still ending with a hard knockdown. While it's possible to fit a second2Sin before the2B>4Sender, the timing is tricky, so consider it optional. (air-to-air)j.A> delayj.B> land5B>4S>4M>4S(during second hit of4M) > run up2B>4SGhostblade has no reliable grounded anti-air, so he instead has to rely on hisj.Aif he wants to beat aerial approaches. Thankfully, an air-to-airj.Acan route intoGhost: Phantom WindGuardAllStartup40RecoveryAdvantage+for high reward, good corner carry and a hard knockdown anywhere on screen." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Combos", "title": "Ghostblade", "section": "Combo Theory", "text": "Ghostblade's combos generally have excellent corner carry, primarily due to tools likeDyad: Soul CrossGuardAllStartupRecoveryAdvantage-12andGhost: Phantom WindGuardAllStartup40RecoveryAdvantage+, which push the opponent a large way across the screen while still allowing Ghostblade to follow up. As such, he usually wants to route into these tools as often as he can, as his okizeme becomes much stronger in the corner due to safejumps carrying a larger threat. The other primary goal for Ghostblade's combos is to route into an aerial connectSoul StrikeGuardAllStartup22Recovery37Advantage-15, as in many instances it will allow for an auto-timed safejump withj.9B. Generally speaking, ending combo sequences with2B>4Swill lead to the correct height for this safejump setup. Ghostblade's corner combos are highly reliant onSpectral EradicationGuardAllStartup23Recovery13Advantage-3, which causes a spinning launch state that acts as a soft knockdown, making it a very damaging combo extender when it can be worked in. After the final hit of Ghost: Phantom Wind, it's possible to land2Stwice on most characters, but this requires careful timing on not just the first2S, but also on the4Sduring the second hit of Phantom Wind. As a guideline, you want to land4Sjust after the second hit of4Mconnects, and you want to slightly delay the2Safterwards so you get the high connect. While his MP Skills are quite powerful, the drawback for Ghostblade is that they're quite expensive, so at many points he will have to take less-than-optimal combo routes if he needs to conserve MP and avoid Exhaustion. His best tool for this that still allows for white life removal isGhost: Sky SlashGuardAllStartup22RecoveryAdvantage+7, +45, as it only costs 50MP and still allows for routing into a hard knockdown with4S." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Combos", "title": "Ghostblade", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute CH2S> run up2S>2B>6M>2S>2B>4S>4M>4S(during second hit of4M) >2S>2S>2B>4SThis can also start from5M~5M, and doesn't require the counter hit if it does. Does an obscene amount of damage and still routes into a hard knockdown. Requires at least 100MP to start. (Starter) >2B>6M> run up2B>4S6Mis Ghostblade's cheapest MP Skill, and it can be worked into most of his bread and butter combo sequences while still allowing for a2B>4Sender. You can also use6Mto extend after an air-to-air withj.A>j.B>j.S. In the corner, use2Sto hit the opponent while the Ghost comes back down, as this will grant the spin launch that will allow you to more easily go for your hard knockdown ender." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Data", "title": "Monk", "section": "Dodge Data", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Data", "title": "Monk", "section": "Category", "text": "Click [★] for character's full frame data Essentials•Controls•HUD•FAQ•The Basics•Movement/Canceling•Offense•Defense•Gauges•Detailed & Advanced Information•Damage/Combo System•Frame Data & System Data•Misc•" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Combo Theory", "text": "Note: combo routes are for demonstration purposes. Combos may vary largely in how they route from specific positions." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Combo Starters", "text": "... >5S>6S~S> Jump Cancel > ...Thanks to Inquisitor's large Punishment Cross (5S) it is trivial to start any combo by going from Punishment Cross into Cut-in Bash (6S~S). You can then jump cancel and begin jump cancel routing. This will work off almost any hit, at almost any spacing, from anywhere on the screen. However, spacing is very far, it might be nessecary to cancel off only the first hit of Punishment Cross. You can actually begin Cut-in Bash off any hit except5A,2A, andRising CutGuardMidStartup20Recovery20Advantage-8, making it notably easy to begin a combo with. ... >2S>6S> (5Bor5Sor236Mor Jump) > ...Launching very high with high damage, Rising Cut (2S) makes for much stronger combos. Due to its slow recovery, you will need to cancel into Cut-in Dash (6S), which also places Inquisitor just below the opponent, which can then be followed up with for a strong combo. However, this starter comes with several weaknesses. Rising Cut (2Shas limited range, therefore long-range confirms will whiff. Secondly, it is weaker in pressure, therefore to maintain safer pressure you will need to hitconfirm much earlier from aBNormal, whereas Punishing Cross (5S) is part of a standard blockstring." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Combo Extensions", "text": "... >j.M> Dash >5B> (2B) > (5Sor2Sor236M) > ...The Hard Knockdown of God's Wrath (j.Mlasts very long, enough time to run across the entire screen,OTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", and pick up the combo, with5Bbeing the usual OTG of choice for its high damage and cancels. How you extend after usually depends on situation: 236M>6S~S- Summary Justice is high damage and MP-efficient. The combo will only continue if they hit the wall. 5S> Delay >6S~S- Punishment Cross is completely MP-free, but must be used much earlier in a combo. 2S>6S- Rising Cut allows high-damage routes and is MP-free, but with more difficult and combo-sensitive routes. While very expensive for its use of God's Wrath (j.M, it is notably high damage and the corner carry is very high, making it easy to convert into corner combos if the MP allows for it. ... >j.2S> Delay >214M>5B>4S>6S~S> Jump Cancel >j.S> (j.2Sorj.M) > ...Burning Wheel (214M) locks the opponent down for a long time, this makes it an excellent opportunity to applyIncineratefor a flat +50 damage. Once Burning Wheel is finished, the opponent is likely to tech out soon if not immediately, this makes it somewhat dependent on the combo route for optimal use, as Burning Wheel too early sacrifices a lot of combo damage, but too late and the opponent will tech out before Essencecan be applied. For optimal combos you will need to time Burning Wheel (214M) to catch the opponent as low to the ground as possible. This is because the Incinerateeffect launches them up, and potentially out of range of useful moves like Cut-in Bash (6S~S). You can either perform a well-timed Raid (j.2S) or God's Wrath (j.M) at the end of the Burning Wheel to prolong the combo. Alternatively, you can allow the opponent to tech out automatically to set up okizeme. If they tech out very early, they can even be hit meaty by the Burning Wheel." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Combo Enders", "text": "... > (j.2Sorj.M) or > Land >4SThe primary goal of Inquisitor's combo ender is to end withFlege's EssenceGuardMidStartup34Recovery17Advantage-7. This costs 0 MP, and has a large range of benefits in the corner: Jumping intoj.Borj.Sis a safejump, protecting you from reversals. You are advantaged enough to use Throw on its earliest timing (Frame 10). You are advantaged enough to2Bor dash in with Conversionj.Ato mixup if you have White Health. The opponent is afflicted with theEssenceDebuff. This is easily accomplished using either the Hard Knockdown of God's Wrath (j.) for anOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", or a Raid (j.2S) to launch them high enough. Thisiscombo-sensitive, long combos may allow an opponent to tech out mid-air, and hitting too low to the ground you will not be as advantaged, therefore unable to safejump. Raid (j.2S) is staggeringly cheaper, preserving MP for pressure. However, it is slower, requiring it be used slightly earlier in combos to be able to hit in time, and Raid has some sensitivity if it hits too high above the opponent (causing the Flege's Essence to whiff). By contrast, God's Wrath (j.M) does much more damage, can be used later in combos, and will consistently OTG so long as the final hit connects. This can be done most easily from aCut-in BashGuardMidStartup16Recovery22Advantage-2jump cancel, but it can also be after a Burning Wheel (214M) if well-timed. This is even doable at mid-screen positions if close enough, particularly with Raid, but this will not give good pressure. In these situations it is preferable to use a Noble Rage (623M) ender if you have MP to spare. ... > (5Sorj.2S) >623MNoble RageGuardMidStartup10Recovery42Advantage-26performs a cinematic hit, locking the opponent into a fixed Hard Knockdown at +19 advantage no matter when it is used. While this is notably weaker than Flege's Essence in the corner, it providesokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.from anywhere, with several benefits: You are advantaged enough tomeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.with anyANormal,BNormal,5S, or2S. You are advantaged enough to use Throw on its earliest timing (Frame 10). You are advantaged enough to2Bor dash in with Conversionj.Ato mixup if you have White Health. This can be accomplished most easily by cancelling off Punishment Cross (5S) or Raid (j.2S). While this can be done from a God's Wrath (j.M)OTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"withj.M>5BOTG >623M, the MP cost will be massive, making it almost never worthwhile. Unfortunately as an ender this is very MP costly. If short on MP, it may be better to use a midscreen Flege's Essence (4S) ender with Raid, sacrificing okizeme to maintain MP. ... > (2Sorj.2Sor236Morj.M) >214M> ...Ending a combo by allowing the opponent to tech out and immediately fall into Burning Wheel (214M) lets you begin Burning Wheel setplay completely unopposed. This won't prevent the usual counterplay, including Guard Cancels, but prevents any opportunity to abare and counter combo Inquisitor for setting up, making it low-risk. The biggest problem this has is the 90 MP cost of Burning Wheel on top of any MP spent in a combo. If there is to be a serious threat of Guard Break, you will likely need to have began the combo with a lot of MP to spare and/or be in Awakening. Using a more MP-efficient combo is therefore very important to this routing, but this also comes at a cost of lower combo damage. This can be set up both mid-screen and in the corner, but it is generally better to set up in the corner if possible." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Additional Techniques", "text": "6S~MP SkillWhen performing a Jump Cancel, Inquisitor remains grounded for 4 frames. During this time she can execute anMP Skilldespite otherwise being unable toMP Skillcancel Cut-in Bash. Because Jump Cancel can be buffered during the hit, this is somewhat forgiving on timing. Input a jump then immediately input anMP Skillof your choosing, or buffer themotionbefore inputting Jump andMtogether. Additionally, because you cannot Jump Cancel on block, you can buffer the entire sequence to automatically hit confirm the attack. Below are some practical uses of this in combos: Noble Rage (623M) - A solid combo-ender. Summary Justice (236M) - Extend a combo while bypassing Raid. Burning Wheel (214M) - Begin a Burning Wheel combo earlier without the need of Raid. 6S> delay >~SBy timing Cut-in Bash to a specific point of the dash, it is possible to get behind a launched opponent. Depending on spacing, launch, and timing, the side-switch may either turn around (as shown in the clip), hit backwards without Inquisitor turning around, or turn around but whiff away from the opponent as a result. Timed right, this can allow combos to swap positions to put the opponent back into the corner, for corner combos that are not otherwise achievable. This does not strictly require Cut-in Bash to work. With some high launches you can side-switch using only the Cut-in Dash then continue the combo with another attack." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Essence Conversion Instant Overhead Corner Combo", "text": "8B+S>j.A>j.M> 66 >5B>2S>4S>6S>S>236M> 66 >5B>AS 605 damage total (includes 120 Incineration damage) Requires Essence already be applied to the opponent." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Combos", "title": "Inquisitor", "section": "Miscellaneous Combos", "text": "The MP Gain in parenthesis is the value with the Awakening Passive." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Resources", "title": "Kunoichi", "section": "Intro", "text": "This page is Kunoichi's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Resources", "title": "Kunoichi", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Resources", "title": "Kunoichi", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Midscreen/back to corner awakening punish combo. https://youtu.be/FDR3IQ7Yjng=PlainText= KUNOICHI GUIDE/TUTORIAL {How to use each move, combos, and mixups}You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Matchups", "title": "Striker", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Overview", "text": "Ranger is a midrange setplay character who controls space well with fast-moving projectiles and solid pressure. He baits his opponents into taking risky options so that he can capitalize with a huge punish. Ranger's two most important normals are2Aand5B, both intergral to different aspects of Ranger's playstyle.2Ais a very useful tool in the neutral and pressure due to its long range disjoint properties combined with quick startup, while5Bis a great zoning tool for pestering opponents at the mid to long range. Opponents who disrespect Ranger's zoning can be clipped by his2B, wherein he can follow up with2Sfor a pickup into a combo from around midscreen distance. Ranger's combos have great corner carry and are very mana-efficient, allowing him to spend MP Skills more liberally in neutral or guard break attempts. One of Ranger's more interesting aspects is his close-range setplay game.j.Scauses Ranger to lob a grenade that explodes after a delay, allowing him to combo off of his throw. This gives Ranger a very good strike/throw setup that leads to fantastic reward no matter what option is chosen. Even when wrong, the opponent is forced to respect the grenade as it still remains when Ranger is hit. Even when his opponent successfully blocks, Ranger can easily deplete his opponent's guard gauge with tools likeSuppressive BarrageGuardMidStartup15RecoveryAdvantage-10andDeath HawkGuardMidStartup30RecoveryAdvantage+62, which makes him rather scary to fight against on the back foot. Lastly, Ranger's Awakening \"Sudden Death\" and Awakening SkillASGuardMidStartup2+16RecoveryAdvantage-40are among the best in the game; the former lets Ranger apply a nasty debuff cocktail of decreased defenses, damage and MP generation on successful hits, while the latter is a fantastic fullscreen shot that can be easily comboed from Ranger's zoning and useful as a counter-zoning tool. Rangeris classified as aRangedHas many skills that pressures opponents from a distance. Placed at a disadvantage when in melee range.type. He has many long-reaching moves to interrupt his opponents in neutral. Neutral Control:Ranger's2Ais one of the best buttons in the game. HisBbuttons are full-screen projectiles with cancel options that combine nicely withj.Sand214Mfor plus frames at a distance. Setplay into Guard Damage:j.Sgrants Ranger safe, looping strike/throw pressure. Guessing wrong against Ranger allows him to loop his pressure into the same setplay situation. Blocking the strike allows him to use the grenade for gapless214Min pressure, meaning Ranger has guard break setups against the entire cast with very few means of escape. Comeback Potential:His Awakening Skill limits what his opponent can do, potentially minimizing their own Awakening bonuses.Seventh FlowGuardMidStartup2+16RecoveryAdvantage-40grants him a full screen combo ender and punish tool. Low Average Damage Without Clear CubeMost of Ranger's combos start with2Awhich heavily decreases potential damage. His stronger routes require tight execution, guard break chip damage, or specific starters. Poor Anti-air Options:Lacks any dedicated anti-airs or air-to-airs, making him vulnerable to aerial approaches. His best solutions are often slow and spacing dependent, which means he has to take risks once opponents get close." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Unique Mechanics", "text": "MP Skills can be cancelled when using other grounded MP skills.Increases MP Recovery Speed. Inflicts theRevengedebuff on opponents upon any hit for 7 seconds." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "5A", "text": "Fires a bullet on the same height as Ranger's head. Useful as a way to stop people from jumping, but whiffs on the majority of the cast when they run. Commonly used fullscreen preemptively to catch jumps or interrupt opponents from using full screen options. Used as an approach and can be used as a retreating tool with the addition of dash cancels and backdash cancels on whiff. Has a lower hitbox around the muzzle, but will whiff against most of the cast crouching. +9 on block with dash cancel. Whiffs against crouching opponents. Can be dash canceled and backdash cancelled on hit, block and whiff." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "5AA", "text": "Fires two shots slightly lower than5A, but still not low enough to catch most characters dashing in. As a result, it should mainly be used as a panic anti-air option if 5A fails to connect, or to confirm 5A into more damage. Whiffs against crouching opponents and several character's dashes." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "5B", "text": "Ranger’s main projectile which can be risky to challenge due to its cancel options. Can be used to zone in some matchups or used as a midrange punish tool in most others. While the reward from hitting5Bis not high in fullscreen, it's used more to bait opponents into overcommiting in their approach or to inflict guard damage from afar.5Glooks somewhat similar to the startup of5B, which can trick reactive players into jumping or rolling when Ranger hasn't committed to anything. Bullet takes 9 frames to travel full screen." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "2A", "text": "Does not travel like a normal projectile, instead acting as a more traditional low poke. Use this to stop reckless approaches without having to commit to a projectile normal. It should be noted that2Ais Ranger's fastest abare tool at 7 frames. Hits low for all of the high/low mix-ups Ranger doesn't have. At close range,2Acan be cancelled into5Bor2Bfor a true blockstring. However,2A>5Bhas a gap at farther ranges. If this gap is rolled, Ranger is still advantageous and can punish with a2A." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "2B", "text": "This is not a low like other2B, but has similar on-hit properties. Since it launches grounded opponents, it can be cancelled from mid-range into2Sor236Mfor a full combo. Much higher risk to use in neutral than5Bdue to increased recoveries, making it more vulnerable to rolls and jump-ins. Knocks down for a long time on counter hit, allowing Ranger to close gaps against opponents that control range better than him. 2Bcan be used after5Bas a full-screen frame trap to discourage opponents from taking their turn after5B. This cancel is always gapped regardless of distance and the gap is vulnerable to being rolled, which leaves Ranger at 0, but close to the opponent. This isn't ideal at close range, but at full screen, the danger from being 0 is somewhat mitigated. Bullet takes 9 frames to travel full screen." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "j.A", "text": "Ranger fires his gun straight down. Mostly commonly used after6SS,j.M, and as a strike/ throw option. After6SS,j.Acan be used to prevent the opponent from meeting Ranger in the air with an air-to-air. Afterj.M, this move can lead into gapless pressure, provided that Ranger is close enough. This move can be used as a cross-up since it beats mash and throw break attempts. Can be unsafe even on hit, especially with followups, but combos intoj.Mfor a nice crumple combo. Cancels into itself up to 4 times. Freezes his vertical momentum when cancelling into itself." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "j.B", "text": "Ranger fires his guns twice at a 45 degree angle downwards. If not self-cancelled, maintains momentum and can be a good way to cover his retreat. Useful combo filler, namely from6SS, as it has enough hitstun to combo5Safter if delayed enough. Cancelling the follow-upj.B's intoj.Smay seem tempting, but it is generally unsafe as the follow-ups don't knock down grounded opponents. Cancels into itself up to 3 times, for a total of 4. Freezes his vertical momentum when cancelling into itself." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Throw", "text": "A+B As Ranger has no overheads, this is his main mixup tool. However, with his ability to guard crush being so consistent, he doesn't completely rely on his throw to open people up. Ranger's throw is better than most throws due to Ranger's ideal range being where it sends opponents and its unusually high advantage on hit. In addition, he has access to looping setplay from throw with grenade setup. The damage when looping grenade oki is nothing to sneeze at, but Ranger can opt to cache out on damage in Awakening to net over 50%, which is usually enough to close out a round. Certain combo routes allow him to kill right outside the opponent's Awakening as well, although they require at least 130 MP and are somewhat difficult due to hitstun decay. +6 on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Guard Cancel", "text": "6B+S Shares the same hitbox as Ranger's5SGuardMidStartup10RecoveryAdvantage-3, giving it quite a large hitbox for a Guard Cancel. However, it does not have much vertical reach, so be wary against jump cancels or aerial pressure Applies the Revenge debuff upon successful hit when in Awakening." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Mach Kick", "text": "5S A kick with a surprisingly large hitbox that envelops the entire smear. Mainly used as a pressure reset and leads to Ranger's highest damage as a DP punish starter. Although much higher reward than2Aon hit,5Sleads to worse pressure on block and is slightly shorter range." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Steep Slide", "text": "2SLow attack. Must be guarded crouchingCan hit a knocked down opponent off the ground Ranger slides forwards about half the screen's length. Very active and comes with a surprisingly useful low-profile to go under other characters that would try to zone him out. Usually done after midrange2Bhits to confirm into a combo. This move can be spaced to be up to 0 on block and has enough pushback for Ranger to assert his turn again. The high pushback unfortunately makes it difficult to true blockstring into otherSmoves, so be wary of reversals and rolls. The launch is somewhat finicky and requires either a delay chain into6Sto combo after or a link into5Sat max range. Won't combo into236Mor214Mat point blank." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Windmill", "text": "6S Ranger performs a forward advancing breakdancing kick. Used mainly to cancel intoAir RaidGuardMidStartupRecoveryAdvantage+2 air,214M, or for hit-confirming purposes. Hits can whiff depending on distance from the opponent and opponents can drop out of 6S if they are juggled too high. One of Ranger's weakest starters, not due to hitstun decay, but due to low damage initial damage and being multi-hit. With6Sbeing a multi-hit move that jails and has him stay close to his opponent, an aware Ranger is able to react to their opponent attempting to guard cancel during6Swith2M. Can be canceled into4Sto stay safe on block. Cancels intoAir RaidGuardMidStartupRecoveryAdvantage+2 airon hit and block Hits OTG opponents" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Air Raid", "text": "Safter Windmill on hit or block Ranger does a rising kick. One of Ranger's more important combo tools and one of the two options for setting up grenade oki. Massive untech time on hit, allowing a link into2Bif it hits an opponent who has been launched byj.S. While it is plus on block, it leaves him airborne above his opponent, resulting in a RPS situation. Can be used as a frametrap from6S, but susceptible to reversals and roll Ranger recovers mid-air." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Triple Tap", "text": "4SThe pistol strike forces a hard knockdown on hitThe bullets on the second half are considered projectilesThe bullets can hit knocked down opponents off the ground Ranger whips his pistol downwards and fires three shots at the ground.4Scan be jump cancelled on the first hit before the bullets are fired. Used in block strings to safely disengage thanks to its high push back on block and the ability to jump cancel. The vertical range is decent and starts above Ranger's head so it can be used as a situational anti-air. The horizontal range, however, is lacking and may not connect unless Ranger is very close to the opponent. All 4 hits combo reliably, even at the end of long combos and can easily be confirmed into5MGuardMidStartup15RecoveryAdvantage-10orSeventh FlowGuardMidStartup2+16RecoveryAdvantage-40.4Scan be jump cancelled at the end of combos for a more threatening grenade setup. Pistol whip knocks down on hit. Shots hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\". First hit (pistol whip) is jump cancellable on block and hit" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "G-14 Buster", "text": "j.SIs a projectile property attackCan hit a knocked down opponent off the ground Ranger lobs a grenade that bounces forward a few times before settling on the ground, exploding after a delay. His strongest offensive tool by far, granting legitimate strike/throw mix-ups, highly damaging combos, and extended block strings that can lead to guard breaks. This pressure is difficult to escape as you have to worry about Ranger and the grenade when attempting to escape the corner. In addition, the grenade won't disappear if Ranger gets hit, potentially punishing reversals and breaking the opponent's combos. Very easy to set-up as4S,6S->S, andj.Mguarantees it and they can be used to end just about any combo. Can even be used mid-combo after214Mor236Mfor combo extensions. Arguably the single most important move in his arsenal; its use and counter-play makes or breaks Ranger's match-ups. Only one grenade can exist at a time, throwing another will remove the previous grenade. Detonates 165 frames after release. Persists if Ranger is hit. Launches opponent on hit. The grenade immediately explodes on contact with another *opponent's* projectile. The Ranger player's projectiles do not affect the grenade." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Suppressive Barrage", "text": "5MIs a projectile property attack Ranger fires his guns directly in front of him. Covers a surprising amount of space, but does not travel like a traditional projectile whilst being considered one. Can be extended by pressingMagain before the final hit comes out (provided there’s MP to spare). Generally used to close out a round, with or without Seventh Flow, or as a high risk/ reward extension for corner combos. Can also be used to end pressure safely due to the high pushback on block. However, with the inclusion of the Indomitable Spirit mechanic, the opponent can IS block5M(6) and roll before the last shot to punish. Even if Ranger follows up, the5MMis gapless, meaning the opponent will not be punished for attempting to roll. While the input may be tight,5Mcan always be punished if Ranger doesnt have Conversion. Follow-up Barrages can only be done on hit or block. Double Barrage costs 70 MP total, Triple costs 85 MP total. The second to last shot of Barrage launches the opponent, final shot knocks them away." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Wild Shot", "text": "2Mor623MTemporarily fully invincible Ranger fires a myriad of shots while spinning. Somewhat slow invincible reversal that covers both sides. If the opponent is cornered and high enough in the air, this attack can link into5Sfor a short combo into grenade oki. Wild Shot can also be used duringj.Sgrenade oki as an easy way to catch rolls, instead of going for a throw like a reasonable person. While Wild Shot makes Ranger a zoner with a reversal, it makes for an unreliable anti-air. The first active frames of2Mappear in below in front of Ranger and above behind him. Aerial approaches can trade with2Mand can straight up win the trade if their approach is disjointed enough. Grounded opponents may also fall out before the final hit at some spacings, making Wild Shot a lot more unreliable than it would seem. Fully invincible from frame 1 through the first active frames. Launches opponent on hit. Ranger is in Counter Hit state during recovery. reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Deadly Approach", "text": "6Mor236MInflicts hard knockdown on hitCan hit a knocked down opponent off the ground Ranger leaps forwards 3/4ths of the screen and fires four shots to cover himself. One of Ranger's few air-to-air options. Excellent movement and repositioning tool that can be used to escape the corner, 1f frame trap fromSmoves, and convert mid-range pokes into to a combo. The last shot that makes this move plus is prone to whiffing, especially against short and/or crouching opponents in the corner. +1 on block normally but can be minus if the last hit misses. Crumples grounded opponents on hit. Can be cancelled intojMon hit and block Usually +1 have to perform at very specific ranges and opponent has to crouch for it to be minus" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Death Hawk", "text": "4Mor214MIs a projectile property attackExplosion at the end of the move hits knocked down opponents off the ground Ranger throws two pistols half-screen which spin and fire wildly until they explode. This move is the main source of Ranger's damage, it deals a significant amount of guard damage, is extremely plus, and doesn't require Ranger to be close, earning its reputation as Ranger's most infamous move. This move is one of Ranger's win conditions since linking together multiple4Mtogether can put most opponents into an unavoidable guard break since their Guard Cancels may not be able to reach Ranger to punish. Note that this move deals the majority of its guard damage on the Explosion, meaning people who practice IS blocking the last hit will be able to block for much longer. Ranger can still use his pistols during this move, even though they appear to be thrown. Explosion launches the opponent on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Scud Genocide", "text": "j.MIs a projectile property attackInflicts hard knockdown on hitCan hit a knocked down opponent off the ground Ranger fires his guns directly below him. Can be combo'd into from a risingj.Aorj.B. With the addition of crumple state and auto-turnarounds on air specials,j.A->j.Mis a consistent way to enforce cross-up strike/ throw. Also used as an ender to remove the opponent's white health, stabilize the ender height and set aj.Sgrenade. Can be followed by pressingMagain before the final hit comes out (provided there’s MP to spare). The third followup can blockstring intoj.Mas long as Ranger has the right height and enough MP. Follow-up scuds can only be done on hit or block. Double Scud Genocide costs 50 MP total, Triple costs 60 MP total. Each additional followup adds more blockstun. (e.gj.M,j.Mhas a gap whilej.M~M,j.Mdoes not) HitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\". Causes crumple state." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger", "title": "Ranger", "section": "Seventh Flow", "text": "AS Ranger fires a powerful gunshot that goes full screen. The bullet ignores other projectiles, passing through them as if they weren't there. Can combo from virtually any of Ranger's moves. This includes a max range2B, making his zoning even peskier. Note that the animation is so long that the Revenge debuff will run out before damage is dealt, meaning it won't deal extra damage though the slower MP regeneration will still affect the opponent. Leaves the opponent nearly full screen. 200 Minimum Damage. Doesn't apply Revenge debuff on hit. Is considered a disjointed strike rather than a projectile, meaning it ignores projectile invulnerability such as Swift Master's214Mand can be parried by Grappler's623M * Not a projectile. 200 minimum damage." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Resources", "title": "Hitman", "section": "Intro", "text": "This page is Hitman's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Resources", "title": "Hitman", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Resources", "title": "Hitman", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. hitman combo vidhttps://www.youtube.com/watch?v=bMde3TzzSFk hitman delayed j.B combo vidhttps://www.youtube.com/watch?v=ayXQPWG1cak" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Resources", "title": "Hitman", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.80", "title": "Version", "section": "Intro", "text": "v1.80Date Released:June 18, 2024 LinksOfficial Site Nen Master is a close range martials arts character with anInstallA move, usually a super, which changes the properties of the character themself, usually for the better.that enhances all of her attacks." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.80", "title": "Version", "section": "Training Mode", "text": "Frame Data display has been added Displays Startup and Advantages upon hit/guarded. You can switch displays Off/On from 「Info Display Settings」 - 「Frame Data」. For consecutive hits/guards, only the information of the first attack hit is displayed. White Damage setting is improved. You can adjust white damage from 「Gauge Settings」 - 「White Damage Amount」 by increment of 1%. Improved Reversal Record Settings. You can choose the replay type between Fixed and Randomly Selected from 「Reversal Record Settings」 - 「Replay Type」. Removed 「Record Timer」. Reversal Record automatically deletes sections without input between the start of recording and the input sequence. When played, the recorded actions execute immediately. (Except when delay is set) The Record Timer has been removed because it made understanding difficult. Added a feature that reverses the starting position when the position is reset. You can select Default/Inverted position in 「Quick Character Change」 - 「Play Side」." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.80", "title": "Version", "section": "Replay Mode", "text": "Play speed for replay data can be selected. You can adjust the play speed by simply clicking the button. Please refer to the control guide displayed during the replay according to your platform." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.80", "title": "Version", "section": "Bug Fixes", "text": "Fixed the issue whereGrapplerwas unable to resist the opponent's awakening skill, when cancelingShoulder TackleGuardMidStartup24RecoveryAdvantage-8~+1and usingSeismic CrashGuardMidStartup1 [?]Recovery40 [?]Advantageduring Gold Cube Awakening. Fixed the issue where the opponent's effect is remaining on the screen when Lost Warrior's 「Time Stop」 is over. (Steam and Epic Games Store) Fixed the issue where the loading times after online matchmaking or entering rooms could become excessively long depending on PC specifications. With the update, the Steam version and Epic Games Store version will be updated to 1.81, while other platforms will be updated to version 1.80. There are no differences in content." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.80", "title": "Version", "section": "1.80 Character Changes", "text": "HealthBUFFIncreased from 930 to 1030 Increased from 930 to 1030 5AAGuardAllStartup9Recovery15Advantage-3BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.AGuardHighStartup7RecoveryAdvantageBUFFReduced Recovery Reduced Recovery Clear Cube AwakeningBUFFIncreased White Damage inflicted on a blocking opponentIncreased Guard Gauge DamageIncreased MP Recovery Speed bonus Increased White Damage inflicted on a blocking opponent Increased Guard Gauge Damage Increased MP Recovery Speed bonus HealthBUFFIncreased from 980 to 1080 Increased from 980 to 1080 5AAGuardMidStartupRecoveryAdvantage-4BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.AGuardHighStartup8RecoveryUntil landing+2Advantage-BUFFReduced RecoveryCan now perform another action while recovering airborne Reduced Recovery Can now perform another action while recovering airborne Ghost Slash (5S)GuardMidStartup18Recovery33Advantage-13BUFFCan now be canceled into2S Can now be canceled into2S Gore Cross (6S)GuardMidStartup15RecoveryAdvantage-5BUFFCan now be cancelled into MP skills when the strike hits or is guarded. Can now be cancelled into MP skills when the strike hits or is guarded. Mountainous Wheel (4S)GuardMidStartup25Recovery26Advantage-7BUFFCan now be cancelled intoj.Mwhile airborne (even on whiff) Can now be cancelled intoj.Mwhile airborne (even on whiff) Raging Fury (623/2M)GuardMidStartup16RecoveryAdvantage-40BUFFAdjusted to untechable except for the final hit.While in Frenzy, the move is completely untechable. Adjusted to untechable except for the final hit. While in Frenzy, the move is completely untechable. HealthBUFFIncreased from 1050 to 1150 Increased from 1050 to 1150 Net Throw (5S)GuardAllStartup22Recovery21Advantage-3BUFFCan now be cancelled into2S Can now be cancelled into2S Ground Tackle (2S)GuardLowStartup20Recovery31Advantage-14BUFFAdjusted to Untechable except for the final hit Adjusted to Untechable except for the final hit Needle Spin (4S)GuardAllStartup13Recovery2Advantage-5~-2BUFFCan now be jump cancelled on hit (Initial4Sonly, does not apply to4SSetc) Can now be jump cancelled on hit (Initial4Sonly, does not apply to4SSetc) Blood Rage Chain (5M)GuardAllStartup15, 13, 14, 24Recovery29Advantage-10BUFFThe final attack can now be jump cancelled on hit The final attack can now be jump cancelled on hit Cave-in (214M/4M)GuardAllStartup25, 20, 20Recovery21Advantage-3, +18×2REWORKEDCan now be jump cancelled on hit or blockDelayed the MP recovery start time Can now be jump cancelled on hit or block Delayed the MP recovery start time Venom Mine (j.M)GuardAllStartup19Recovery18 + 6 LandingAdvantage~+24BUFFIncreased hitstop durationGround Bounces opponent higher Increased hitstop duration Ground Bounces opponent higher HealthBUFFIncreased from 1130 to 1230 Increased from 1130 to 1230 All groundedAandBattacksBUFFCan now be canceled into5Sand2S Can now be canceled into5Sand2S j.AGuardHighStartup7RecoveryUntil landing+3Advantage&j.BGuardHighStartup14RecoveryUntil landing+12AdvantageBUFFCan now be cancelled intoj.S Can now be cancelled intoj.S 5AGuardMidStartup10Recovery22Advantage-3BUFFCan now cancel into 5AA even on whiff Can now cancel into 5AA even on whiff 5AAGuardMidStartup11Recovery31Advantage-10BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard 2AGuardMidStartup7Recovery18Advantage+1NERFIncreased the recovery from 16f to 18f Increased the recovery from 16f to 18f j.AGuardHighStartup7RecoveryUntil landing+3AdvantageBUFFReduced Recovery from until landing +3 to ??f Reduced Recovery from until landing +3 to ??f Hammer of Repentance (5S)GuardMidStartup20Recovery35Advantage-10BUFFCan now cancel into4Son whiff Can now cancel into4Son whiff Sacred Upper (2S)GuardMidStartup18,26Recovery29Advantage-12BUFFCan now cancel into4Son whiff Can now cancel into4Son whiff Spear of Victory (j.M)GuardMidStartup15RecoveryUntil landing+15AdvantageBUFFExpanded the hitbox of the shockwave that appears once the spear reaches the ground Expanded the hitbox of the shockwave that appears once the spear reaches the ground Clear Cube AwakeningBUFFFurther reduced Guard Gauge damage takenIncreased Defense bonusIncreased MP Recovery Speed bonus Further reduced Guard Gauge damage taken Increased Defense bonus Increased MP Recovery Speed bonus HealthBUFFIncreased from 930 to 1030 Increased from 930 to 1030 5AAGuardMidStartup9Recovery19Advantage-3BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.AGuardHighStartup6RecoveryUntil Landing + 2Advantage~+13BUFFReduced Recovery Reduced Recovery Charged Lethal Punto (5[S])GuardMidStartup36Recovery26Advantage-2BUFFCan now be backdash cancelled on hit or guard Can now be backdash cancelled on hit or guard Shield Uppercut (2S)GuardMidStartup13Recovery28Advantage-10BUFFCan now be dash cancelled on hit Can now be dash cancelled on hit Finish! (4S)GuardMidStartup28RecoveryUntil Landing + 25Advantage-12BUFFCan now be whiff cancelled intoj.M Can now be whiff cancelled intoj.M Biting Dragon (214M/4M)GuardMidStartup16Recovery35Advantage-26BUFFCan now be cancelled into2Mon hit (after the hitgrab cutscene) Can now be cancelled into2Mon hit (after the hitgrab cutscene) HealthBUFFIncreased from 900 to 1000 Increased from 900 to 1000 j.AGuardHighStartup14Recovery15Advantage-6~-1BUFFReduced Recovery Reduced Recovery 5BGuardMidStartup10Recovery26Advantage-11BUFFReduced pushback on hit Reduced pushback on hit 2BGuardMid, LowStartup15Recovery26Advantage-12BUFFIncreased untech time on first hit Increased untech time on first hit Lantern Firebomb (6S)GuardMidStartup36~44Recovery42Advantage-16BUFFCan now be cancelled into4Seven on whiff Can now be cancelled into4Seven on whiff Terrible Roar (623M/2M)GuardMidStartup0 (ENC), 30 (Madd)Recovery15 (ENC), 53 (Madd)Advantage+48BUFFAdjusted to untechable except for the final hitIncreased guard damage dealt Adjusted to untechable except for the final hit Increased guard damage dealt Harvest (236M/6M)GuardMidStartup0 (ENC), 20 (Madd)Recovery13 (ENC), 45 (Madd)Advantage+34BUFFCan now connect against knocked down opponents (hits OTG) Can now connect against knocked down opponents (hits OTG) Madd the Guard (623M/2M) during Showtime!GuardMidStartup0 (ENC), 30 (Madd)Recovery15 (ENC), 53 (Madd)Advantage+48BUFFIncreased guard damage dealt Increased guard damage dealt Madd Mad Slash (236M/6M) during Showtime!GuardMidStartup0 (ENC), 20 (Madd)Recovery13 (ENC), 45 (Madd)Advantage+34BUFFIncreased guard damage dealt Increased guard damage dealt Curse of Terror Bear (214M/4M) during Showtime!GuardMidStartup0 (ENC), 25 (Madd)Recovery17 (ENC), 46 (Madd)Advantage+53BUFFIncreased guard damage dealtReduced MP used from 80 to 70 Increased guard damage dealt Reduced MP used from 80 to 70 HealthBUFFIncreased from 950 to 1050 Increased from 950 to 1050 Movement SpeedBUFFIncreased forward and backward walk speedsIncreased backdash speedIncreased dash speed Increased forward and backward walk speeds Increased backdash speed Increased dash speed 5AGuardAllStartup8Recovery20Advantage-4REWORKEDIncreased pushback on guard Increased pushback on guard 5AAGuardAllStartup9Recovery20Advantage-6REWORKEDIncreased pushback on guardCan now be jump cancelled on hit or guard Increased pushback on guard Can now be jump cancelled on hit or guard j.AGuardHighStartup7RecoveryUntil landing+2AdvantageREWORKEDReduced Recovery (recovers airborne)Increased pushback on guard Reduced Recovery (recovers airborne) Increased pushback on guard Drive Slash (6S)GuardAllStartup15RecoveryAdvantage-20NERFincreased recovery on ground hit increased recovery on ground hit Drive Slash (2nd) (6SS)GuardAllStartup12Recovery10AdvantageN/ANERFincreased recovery on ground hit increased recovery on ground hit Ghost Retracer (623M/2M)GuardStartup19RecoveryAdvantageBUFFMoved up the invulnerability frames start time from 8f to ?f Moved up the invulnerability frames start time from 8f to ?f Ghost: Sky Slash (236M/6M)GuardAllStartup22RecoveryAdvantage+7, +45BUFFNow ground bounces the opponent on second hit Now ground bounces the opponent on second hit Ghost: Targeted Hit (j.M)GuardAllStartup34RecoveryAdvantage+39, +95NERFDelayed the MP recovery start time Delayed the MP recovery start time HealthBUFFIncreased from 1100 to 1200 Increased from 1100 to 1200 5AAGuardMidStartup7Recovery13Advantage-2BUFFCan now be cancelled into5AAeven on whiff Can now be cancelled into5AAeven on whiff 5AAGuardLowStartup8Recovery23Advantage-7BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard 5BGuardMidStartup11Recovery25Advantage-3NERFReduced the hitbox of the stretched leg Reduced the hitbox of the stretched leg 2BGuardLowStartup12Recovery26Advantage-10NERFReduced the hitbox of the stretched leg Reduced the hitbox of the stretched leg Charged Fling (5[S]GuardThrowStartup32RecoveryAdvantageN/A)BUFFIncreased the frame window for charging Increased the frame window for charging High Kick (2SGuardMidStartup14RecoveryAdvantage-12)BUFFCan now be jump cancelled on block Can now be jump cancelled on block Charged High Kick (2[S]GuardMidStartup29RecoveryAdvantage-7)BUFFAdded armor while charging (starts on frame ??)Increased the frame window for charging Added armor while charging (starts on frame ??) Increased the frame window for charging Charged Neck Snap (6[S]GuardMidStartup35RecoveryAdvantage+10)BUFFAdded armor while charging (starts on frame ??)Increased the frame window for charging Added armor while charging (starts on frame ??) Increased the frame window for charging Charged Air Steiner (4[S]GuardMidStartup24RecoveryAdvantage-35)REWORKEDAdded armor while charging (starts on frame ??)Increased the frame window for chargingReduced recovery (now recovers in the air)Added damage scaling for the hit-grab portion of the move Added armor while charging (starts on frame ??) Increased the frame window for charging Reduced recovery (now recovers in the air) Added damage scaling for the hit-grab portion of the move Charged Fling (j.[S]GuardHighStartup29RecoveryUntil landing+7Advantage)BUFFIncreased the frame window for charging Increased the frame window for charging Charged Magnumsault (5[M]GuardMidStartup41Recovery16Advantage+6)BUFFReduced the untech time for the second hit.Added damage scaling in combos for the second hit. Reduced the untech time for the second hit. Added damage scaling in combos for the second hit. Charged Break Down (214[M] / 4[M]GuardThrow (250)Startup26Recovery32Advantage)BUFFCan now be cancelled into5Mon hit Can now be cancelled into5Mon hit Clear Cube AwakeningBUFFAdded \"Movement Speed Increase\" effect Added \"Movement Speed Increase\" effect HealthBUFFIncreased from 1020 to 1120 Increased from 1020 to 1120 5AAGuardMidStartup10Recovery22Advantage-5BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard 2AGuardLowStartup7Recovery17Advantage-7BUFFIncreased blockstun by 2f (from -9f to -7f on block)Newly allows Hitman to gaplessy cancel intoBnormals. Increased blockstun by 2f (from -9f to -7f on block)Newly allows Hitman to gaplessy cancel intoBnormals. Newly allows Hitman to gaplessy cancel intoBnormals. j.AGuardHighStartup6RecoveryUntil landing+2AdvantageVariesBUFFReduced Recovery (now recovers airborne) Reduced Recovery (now recovers airborne) 5BGuardMidStartup11Recovery21Advantage-2BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard Final Strike (5M)GuardAllStartup26RecoveryAdvantage-4BUFFIncreased damage from 120 to 150Can now be dash cancelled on hit or guard(Note: official patchnotes reported this as a jump cancel) Increased damage from 120 to 150 Can now be dash cancelled on hit or guard(Note: official patchnotes reported this as a jump cancel) Bill Drill623M/2MGuardAllStartup12RecoveryAdvantage-33BUFFAdjusted to untechable except for the last hit Adjusted to untechable except for the last hit Shattering Strike]M[GuardAllStartup25Recovery18Advantage0during Clear Cube AwakeningBUFFDecreased MP cost from 70 to 50Reduced the required charging time from ~120f to ~70fThis change enables2S>5M> SS loops in clear cubeReduced the recovery from 20f to 18f (from -2 to 0 on block)Adjusted to untechable Decreased MP cost from 70 to 50 Reduced the required charging time from ~120f to ~70fThis change enables2S>5M> SS loops in clear cube This change enables2S>5M> SS loops in clear cube Reduced the recovery from 20f to 18f (from -2 to 0 on block) Adjusted to untechable Gold Cube AwakeningBUFFAdded \"MP Recovery Speed Increase\" effect Added \"MP Recovery Speed Increase\" effect Clear Cube AwakeningBUFFAdded \"MP Recovery Speed Increase\" effectIncreased white damage inflicted on guardIncreased Guard Gauge damage inflicted Added \"MP Recovery Speed Increase\" effect Increased white damage inflicted on guard Increased Guard Gauge damage inflicted HealthBUFFIncreased from 930 to 1030 Increased from 930 to 1030 5AAGuardMidStartup13Recovery14Advantage+1BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.AGuardHighStartup9RecoveryFalling + 2Advantage~+13BUFFReduced Recovery (Recovers airborne) Reduced Recovery (Recovers airborne) 2SGuardMidStartup20Recovery20Advantage-8BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard Cut-in Bash (6SS)GuardMidStartup12Recovery35Advantage-16BUFFCan now be cancelled into allMPskills on hit Can now be cancelled into allMPskills on hit God's Wrath (j.M)GuardMidStartup12Recovery26Advantage-1BUFFThe last hit can now be cancelled into4Sand6Son hit or guard The last hit can now be cancelled into4Sand6Son hit or guard Blazing Hell (AS)GuardMidStartup17 (2 + 15)Recovery49Advantage-33BUFFCan now connect against knocked down opponents (OTG) Can now connect against knocked down opponents (OTG) HealthBUFFIncreased from 930 to 1030 Increased from 930 to 1030 5AAGuardAllStartup8Recovery16Advantage-3BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard 5BGuardAllStartup10Recovery20Advantage-5BUFFCan now be jump cancelled on hit or guardIncreased blockstun by 2f (from -7 to -5f on block) Can now be jump cancelled on hit or guard Increased blockstun by 2f (from -7 to -5f on block) 2BGuardLowStartup11Recovery21Advantage-5BUFFReduced recovery from 22f to 21fIncreased blockstun by 1fTotal change from -7f on block to -5f Reduced recovery from 22f to 21f Increased blockstun by 1fTotal change from -7f on block to -5f Total change from -7f on block to -5f j.BGuardHighStartup8Recovery21(+3 Landing)Advantage-BUFFCan now be cancelled intoj.Aonce per string(official patchnotes state \"once per combo\")For example,j.B>j.A>j.Bis not possible butj.B>j.Ajump cancelj.B>j.Ais. Can now be cancelled intoj.Aonce per string(official patchnotes state \"once per combo\")For example,j.B>j.A>j.Bis not possible butj.B>j.Ajump cancelj.B>j.Ais. For example,j.B>j.A>j.Bis not possible butj.B>j.Ajump cancelj.B>j.Ais. Kunai Throw (6S)GuardAllStartup15Recovery36Advantage-16BUFFCan now be cancelled intoMPskills orASon hit or block Can now be cancelled intoMPskills orASon hit or block Flame Cut (5S)GuardAllStartup14, 28Recovery26Advantage-7BUFFThe second hit can now be jump cancelled on hit or block.(Note: official patch notes did not specify what kind of cancel this was) The second hit can now be jump cancelled on hit or block.(Note: official patch notes did not specify what kind of cancel this was) Aerial Kunai Throw (j.S)GuardAllStartup15RecoveryUntil landing+15Advantage-BUFFCan now be cancelled intoj.Mon hit or block Can now be cancelled intoj.Mon hit or block Gold Cube AwakeningBUFFReduced the MP used for various charged MP skills. Reduced the MP used for various charged MP skills. HealthBUFFIncreased from 950 to 1050 Increased from 950 to 1050 MP Recovery SpeedBUFFIncreased from 12/s to ??/s Increased from 12/s to ??/s 5AAGuardAllStartup12Recovery28Advantage-10BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.BGuardAllStartup18RecoveryUntil landing+10Advantage-22~+2BUFFNow launches the opponent on hitCan connect against knocked down opponents (OTG)Adjusted to untechableCan now be cancelled intoj.S Now launches the opponent on hit Can connect against knocked down opponents (OTG) Adjusted to untechable Can now be cancelled intoj.S Laser Rifle (j.S)GuardAllStartup15RecoveryUntil Landing+5Advantage-13~+3BUFFIncreased minimum damage Increased minimum damage Charge Laser Rifle (5M)GuardAllStartup20Recovery31Advantage-8BUFFIncreased minimum damage Increased minimum damage FM-92 mk2 Lancer (214M / 4M)GuardAllStartup30Recovery16Advantage+13~+34BUFFCan now be jump cancelled on hit Can now be jump cancelled on hit Gold Cube AwakeningBUFFAdded 'MP Recovery Speed Increase' effect. Added 'MP Recovery Speed Increase' effect. HealthBUFFIncreased from 1050 to 1150 Increased from 1050 to 1150 5AAGuardAllStartup13Recovery16Advantage+2BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.AGuardHighStartup14Recovery30AdvantageBUFFReduced Recovery (recovers airborne) Reduced Recovery (recovers airborne) Phase Shift6SGuardAllStartup20Recovery42Advantage-25BUFFCan now be cancelled into4Son block Can now be cancelled into4Son block Vanish Strike214M / 4MGuardAllStartup28Recovery29Advantage-4BUFFCan now be dash cancelled on hitCan now be canceled into5M,2M, and6Mon block. Can now be dash cancelled on hit Can now be canceled into5M,2M, and6Mon block. Gold Cube AwakeningBUFFAdded the ability to cancel5M,6M,4Minto4S Added the ability to cancel5M,6M,4Minto4S HealthBUFFIncreased from 1100 to 1200 Increased from 1100 to 1200 5AAGuardAllStartup8Recovery16Advantage+2BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.AGuardHighStartup6RecoveryUntil landing +2AdvantageBUFFReduced Recovery Reduced Recovery j.SGuardHighStartup10RecoveryUntil landing+5AdvantageNERFReduced blockstun for both first and second hitsReduced hitstun for both hits against grounded opponents Reduced blockstun for both first and second hits Reduced hitstun for both hits against grounded opponents 5MGuardAllStartup18Recovery26Advantage-12BUFFMoved up the MP recovery start time Moved up the MP recovery start time Corkscrew Blow (623M / 2M)GuardAllStartup16Recovery34Advantage-23 (2nd hit)BUFFAdjusted to untechable except the last hit Adjusted to untechable except the last hit Atomic Chopper(236M / 6M)GuardAllStartup15Recovery24Advantage-5BUFFMoved up the MP recovery start time Moved up the MP recovery start time Gatling Punch (214M / 4M)GuardAllStartup20Recovery19Advantage-1BUFFMoved up the MP recovery start time Moved up the MP recovery start time Chopping Hammer (214M / 4M)GuardHighStartup(5)+15Recovery16Advantage-8NERFDelayed the MP recovery start time Delayed the MP recovery start time Gold Cube AwakeningBUFFAdded 'MP Recovery Speed Increase' effect. Added 'MP Recovery Speed Increase' effect. HealthBUFFIncreased from 980 to 1080 Increased from 980 to 1080 5AGuardMidStartup12RecoveryAdvantage-10~-3BUFFMoved up the cancel timing for dash and backdash Moved up the cancel timing for dash and backdash 5AAGuardMidStartupRecoveryAdvantage-13~-6BUFFCan now be jump or dash cancelled upon hit or guard Can now be jump or dash cancelled upon hit or guard j.AGuardMidStartup12RecoveryAdvantageBUFFReduced Recovery (Recovers airborne) Reduced Recovery (Recovers airborne) Steep Slide (2S)GuardLowStartup18RecoveryAdvantage-12~0BUFFCan now hit knocked down opponents (OTG) Can now hit knocked down opponents (OTG) G-14 Buster (j.S)GuardMidStartup183RecoveryAdvantageREWORKEDIncreased the recoveryCan now be followed up with various air actions except anotherj.S Increased the recovery Can now be followed up with various air actions except anotherj.S Wild Shot (623M / 2M)GuardMidStartup13RecoveryAdvantage-27BUFFAdjusted to untechable except for the final hit Adjusted to untechable except for the final hit Gold Cube AwakeningBUFFAdded 'MP Recovery Speed Increase' effect. Added 'MP Recovery Speed Increase' effect. HealthBUFFIncreased from 950 to 1050 Increased from 950 to 1050 5AGuardAllStartup9Recovery18Advantage-2BUFFIncreased blockstun by 2f (-4f to -2f on block) Increased blockstun by 2f (-4f to -2f on block) 5AAGuardAllStartup11Recovery20Advantage-4BUFFCan be jump-canceled on hit or block Can be jump-canceled on hit or block j.AGuardHighStartup8Recovery19 + 2 LandingAdvantage-7~+12BUFFReduced recovery Reduced recovery 5BGuardAllStartup13Recovery20Advantage-2BUFFReduced recovery by 5f (from -7 to -2 on block) Reduced recovery by 5f (from -7 to -2 on block) Shadow Snake Attack (5S)GuardAllStartup15, 6, 6Recovery42Advantage-28BUFFThe first hit forces the opponent to stand on hit The first hit forces the opponent to stand on hit Rusty Nail (Sduring 4/1/2/3/6 Booze)GuardAllStartup15RecoveryUntil Landing + 1Advantage~+10BUFFIncreased knockdown time Increased knockdown time Daredevil (5M)Guard-Startup1Recovery30Advantage-NERFMP recovery after skill use starts later MP recovery after skill use starts later Shaker Blast (236M/6M)GuardAllStartup15Recovery15Advantage+1BUFFExpanded hitbox for the last hitCan cancel intoBoozeGuard-Startup8 + TravelRecoveryTotal 15~37Advantage-on hit or block whileDaredevilGuard-Startup1Recovery30Advantage-is active Expanded hitbox for the last hit Can cancel intoBoozeGuard-Startup8 + TravelRecoveryTotal 15~37Advantage-on hit or block whileDaredevilGuard-Startup1Recovery30Advantage-is active Blending Pain (214M/4M)GuardAllStartup20, 4Recovery23Advantage+37BUFFReduced recovery by 9f (from +28 on block to +37)Can be jump canceled on hit or guard whileDaredevilGuard-Startup1Recovery30Advantage-is active Reduced recovery by 9f (from +28 on block to +37) Can be jump canceled on hit or guard whileDaredevilGuard-Startup1Recovery30Advantage-is active Wildflower (623M/2M)Guard-Startup1Recovery39Advantage-REWORKEDReduced knockback distance for the last hit Reduced knockback distance for the last hit Clear Cube AwakeningBUFFAdded Increased MP Recovery Speed effectFurther Increased damage bonusFurther increased Guard Gauge damage dealt to the opponent Added Increased MP Recovery Speed effect Further Increased damage bonus Further increased Guard Gauge damage dealt to the opponent HealthBUFFIncreased from 950 to 1050 Increased from 950 to 1050 All groundedAandBattacksBUFFCan be canceled into variousMPskills on whiff Can be canceled into variousMPskills on whiff 5AAGuardAllStartup7Recovery14Advantage+1REWORKEDCan be jump-canceled on hit or block Can be jump-canceled on hit or block 2BGuardLowStartup10Recovery26Advantage-11~-20BUFFIs now untechable on counter hit Is now untechable on counter hit Rising Fist (623M/2M)GuardAllStartup9RecoveryUntil Landing + 17 LandingAdvantage-53REWORKEDThe first hit is adjusted to untechable The first hit is adjusted to untechable Mountain Pusher (236M/6M)GuardAllStartup18Recovery28Advantage-8BUFFProjectile invincibility starts immediately upon skill activation Projectile invincibility starts immediately upon skill activation Empress's Climactic Fist (AS)GuardAllStartup20 (2 + 18)Recovery60Advantage-45BUFFConnects against knocked down opponents (OTG) Connects against knocked down opponents (OTG) Aerial Storm StrikeGuardAllStartupRecoveryAdvantage-5NEW MOVEj.]S[ An airborne version of Storm Strike that shoots down towards the ground at a 45 degree angle. HealthBUFFIncreased from 900 to 1000 Increased from 900 to 1000 5AAGuardMidStartup7Recovery19Advantage-7BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard Storm Strike (]S[)GuardAllStartup25Recovery33Advantage-5BUFFIncreased minimum damage Increased minimum damage Wind Twist (214M / 4M)GuardAllStartup15Recovery5Advantage+13BUFFIncreased damage from 30x4 to 40x4 (Total damage from 102 to 137)Increased Guard Gauge damage from 30x4 to ??x4 Increased damage from 30x4 to 40x4 (Total damage from 102 to 137) Increased Guard Gauge damage from 30x4 to ??x4 Vortex Hurricane (214M / 4Mduring Wind Twist)GuardAllStartup15Recovery5Advantage+13BUFFIncreased Guard Gauge damage from 15x(3xN) + 30 to ???? Increased Guard Gauge damage from 15x(3xN) + 30 to ???? Sonic Move Forward (j.6G near Wind Orb)GuardAllStartup8Recovery3 + 5 LandingAdvantage+6~9BUFFIncreased blockstun from 16f to 18f Increased blockstun from 16f to 18f G Bomb (Upward)GuardAllStartupRecoveryAdvantage+26NEW MOVEj.6S Troubleshooter throws a grenade upwards, which falls down after a longer delay thanj.S. HealthBUFFIncreased from 1080 to 1180 Increased from 1080 to 1180 5AGuardAllStartup9Recovery20Advantage-3BUFFCan now be cancelled into5AAeven on whiff Can now be cancelled into5AAeven on whiff 5AAGuardAllStartup9Recovery26Advantage-7BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard j.AGuardHighStartup8RecoveryAdvantageBUFFReduced Recovery (recovers airborne) Reduced Recovery (recovers airborne) Swashbuckler's Refreshment (4S)GuardAllStartup45RecoveryAdvantageBUFFIncreased the MP recovery from 10 to 20 Increased the MP recovery from 10 to 20 Get On Fire(236M / 6M)GuardAllStartup26RecoveryAdvantage-17BUFFExpanded the hitbox of the second hit Expanded the hitbox of the second hit Incredible (AS)GuardAllStartup2+16RecoveryAdvantage-32BUFFCan now connect against knocked down opponents (OTG) Can now connect against knocked down opponents (OTG) HealthBUFFIncreased from 1100 to 1200 Increased from 1100 to 1200 5AAGuardMidStartup11RecoveryAdvantage-3BUFFCan now be jump cancelled on hit or guard Can now be jump cancelled on hit or guard 2AGuardLowStartup7RecoveryAdvantage-1BUFFCan now be cancelled into5A Can now be cancelled into5A j.AGuardHighStartup8RecoveryUntil Landing (+2)AdvantageBUFFReduced Recovery (Recovers airborne) Reduced Recovery (Recovers airborne) Earthshatter (236M / 6M)GuardMidStartup15RecoveryAdvantage-2BUFFReduced the pushback on guard of the first hit2nd hit adjusted to untechable on counterhit Reduced the pushback on guard of the first hit 2nd hit adjusted to untechable on counterhit Devastate (214M / 4M)GuardMidStartup15RecoveryAdvantage-2BUFFCan now be jump cancelled on hit Can now be jump cancelled on hit Dread Bore(6M during Brandish)GuardMidStartup25RecoveryAdvantage-12BUFFCan now be dash cancelled on hit Can now be dash cancelled on hit Gold Cube AwakeningBUFFAdded 'MP Recovery Speed Increase' effect Added 'MP Recovery Speed Increase' effect" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.80", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Intro", "text": "(to be updated!)" }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Neutral", "text": "Spectre allows for great flexibility in Neutral between her strong normals and unique mobility options. With these tools, she's potent at keeping opponents in check and conditioned while having meaningful answers to (some) of their offense. Remaining grounded and defensive works well in Spectre's favor as her pressure mainly utilizes different frametraps to bait out mashing, reversals, and rolls. Spectre's 2M further rewards a patient playstyle with the ability to parry on reaction to any mid/high normal. Keeping the daredevil install active in neutral greatly helps Spectre's conversion ability and damage output overall, finding the appropriate times to activate daredevil through okizeme or cancels is a key part of her gameplan. Blending Pain (4M) is another powerful tool that can be used offensively (plus frames) or defensively (kills projectiles). With some finesse, it's also effective as a neutral/footsies/shimmy tool." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Offense", "text": "Although Spectre's offense can be quite hard to contest with, important moves like 6S can be rolled through for a punish. Autopiloting offense with her *will* lead to consequences, so structuring offense around her safer buttons like 5A and 5B comes with a lot less risk. Indomitable Spirit is very effective at dealing with her pressure. It's recommended to end blockstrings if they're IS'ing from a closer range." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Blockstrings", "text": "2Aor5A>5B>6S Standard Spectre blockstring. 6s can be jump canceled into booze to remain plus." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Mix-ups", "text": "j.Band Booze grant Spectre a wide variety of mix-up options respectively. j.Bis a double overhead which can be cancelled into different high/low, or strike/throw options. Getting hard knockdowns with Spectre especially presents stronger mix-up options, many of which are Option Selects." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Defense", "text": "While Spectre has weaker defensive options, making full use of tools like2M, tkj.M,4S, and system mechanics can allow her to fight out of many situations. Not all of them tho." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Anti-Air", "text": "Anti-Airing with Spectre is both a very tricky, and risky thing to go for. Many of her basic options like2Mleave her vulnerable, and2Sisn't the most reliable button in most situations. With practice, anti-airing becomes much easier to accomplish over time." }, { "url": "https://www.dustloop.com/w/DNFD/Spectre/Strategy", "title": "Spectre", "section": "Conversion", "text": "Spectre's use of conversion aids her gameplan immensely. The ability to throw out a large normal like5Bcancelling it with conversion is so good." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Starter", "title": "Lost Warrior", "section": "Intro", "text": "You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Starter", "title": "Lost Warrior", "section": "Key Moves", "text": "5Ais your fastest normal move. 2Ais youractualfastest normal move. 2Bis your longest reaching normal. These 3 buttons are some of Lost Warrior's least committal neutral moves.5Acan be used to continuously pressure the opponent with(5A>66The act of doing a quick dash, usualy seen in combos or pressure, by quickly tapping forward twice (66) or tapping a dash button.)xN. However, due to Lost Warrior's height and the lack of hitboxes on this move at the bottom allows certain moves such asStriker's2BGuardLowStartup10Recovery26Advantage-11~-20tolow profileWhen a character's hurtbox is entirely beneath an opponent's attack. This can be caused by crouching, certain moves, and being short.it. 2Bis long enough to cover roundstart distance, and can catch people who aren't blocking low unawares. Do note however that it is on the slower side, and you can be punished with a well-timed jump from the opponent. What can I say?5Ais a versatile button. 2Sis a slow, risky option, but there is a time and place for it when you read a jump-in. 5Mis the one people rarely expect, but always should, as it can go under many an air button. Due to Lost Warrior's height, he can actually anti-air just with his5A. The combo resulting from it will suffer in damage due toprorationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount., but you can still score 2-3 stacks of Engraved Time. 2Sis very effective against jump-happy opponents, and moves that lift the opponent into the air such asGrappler's5MGuardMidStartup31Recovery24Advantage-4, owing to its massive hitbox-to-hurtbox ratio. You can often throw this move out when you're anticipating one such move -- if you hit, you can continue with a combo with great proration, and if they block it, you're usually safe due to pushback, unless they werereallyclose. Oh, come on, you know already,5Aisa versatile button. 5Sandj.Sto cross people up, and again. j.Mtriples as a \"please noshimmyBaiting your opponent into inputting a throw tech or reversal throw then walking backwards out of range of the throw. This can result in a huge punish combo in games with throw whiff animations and without throw tech OS's.\" button, alow crushA move that avoids low attacks. The move might pull your hurtbox up a bit so it avoids attacks that are low to the ground. In games with attack attributes such as Blazblue this is done with Foot attribute invulnerability.button, and an option to doj.Sagain. 6Mcan be an option to put some pressure on overly defensive opponents and become plus on block. As explained in the sections above,5Ais a pretty effective pressure option. You can usually go for a5AA>5B>5Sroute to start your pressure. You can leave out5Bto frametrap the opponent (though watch out forGrappler,Lost Warrior, andSpectrewho can parry your5S!), or you can add2Bafter5Bto push the opponent further away. 5S> jcj.Sonly really acts as mix-up at low levels, where people might not be used to the guard button or Lost Warrior's attack pattern, allowing you tocross them upAttacking your opponent after changing which horizontal side you are on, usually by jumping over them.. At higher levels, its purpose is more to keep the opponent guessing just how much will you actually commit to repeating it. An opponent that's intent on blocking, you can run up and throw, asholding the guard button disallows teching throws. An opponent that's pressing buttons will either get caught by aj.Sflying back at them, or by you simply doing nothing instead of continuing the pressure as they expected. Do note that5S> jcj.Sis gapped, allowing the aforementioned characters to parry you. 5Sby itself has the benefit of being able to combo into other ground-basedskillsandMP skills, whilej.Sallows you to usej.Mto force yourself to face the opponent again for anotherj.S." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Starter", "title": "Lost Warrior", "section": "What to do after a knockdown", "text": "After a hard knockdown, usually achieved withj.M, dash forward, jump forward, and inputj.2SGuardAllStartup24RecoveryTotal 38Advantageas you descend upon your opponent. Do note that youhave toinputj.Sas you descend and not earlier, otherwise it stalls you in the air long enough for you to get caught by DPs. Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:DNFD_Lost_Warrior_Mysterious_Sphere_Oki_(vs_DP).webmAgainst DPs. Load videoLocal FileLocal File might collect personal data.ContinueDismisshttps://www.dustloop.com/w/File:DNFD_Lost_Warrior_Mysterious_Sphere_Oki_(vs_an_input).webmIf the opponent presses into it." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Introduction", "text": "Vanguard is an extremely long-range character, but he's not exactly azoner. Due to the slowstartupon many of his attacks, Vanguard will often spend his timeturtlingin most matchups, waiting for an opportune moment to use his powerfulparty-starterattacks." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Notable Moves", "text": "Starting from5SGuardMidStartup18RecoveryAdvantage-4,2SGuardMidStartup14RecoveryAdvantage-12,6SGuardMidStartup21RecoveryAdvantage-9,4SGuardMidStartup20RecoveryAdvantage-10, orj.SGuardMidStartup25RecoveryUntil Landing (+25)Advantage-8~-4, Vanguard can cancel into agroundedSkillhe has not yet used in thestring.This allows Vanguard toconvertvery easily from the mid-to-long range, especially when starting from4SGuardMidStartup20RecoveryAdvantage-10, which has a unique pulling effect.The video example here shows Vanguard using a combination ofSkillsto pull his opponent in, knock them down, re-launch them with anOTG, and continue the combo. 5S— The Most CommonSCombo Starter & SafestSPressure Ender 5MGuardMidStartup20RecoveryAdvantage-1is Vanguard's most unique Special. It's extremely cost-effective as it only requires 30MP to use, with its follow-ups only costing an additional 10~30MP.The low cost is an extremely welcome attribute, as some of Vanguard's moves (such as2BGuardLowStartup13RecoveryAdvantage-16) leave him at massivedisadvantageotherwise.Each follow-up has unique utility in pressure and combos. Some notable examples are5M~2MGuardMidStartup28RecoveryAdvantage-7's ability toextendcombos, and5M~4MGuardMidStartup30RecoveryAdvantage-2'sarmorattribute.The only arguable downside is that5MGuardMidStartup20RecoveryAdvantage-1mustconnect with the opponent before being able to use a follow-up." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Neutral", "text": "Vanguard excels at controlling space with a variety of mid-to-long range attacks and is fairly flexible in their approach toneutral. Generally, Vanguard wants to maintain a range that is uncomfortable for the opponent. This could mean keeping space withSkillsagainst shorter-range characters such asStrikerandDragon Knight,or approaching and badgering with fast mid-range tools like5A,5B, and2Bagainst zoners such asRangerandLauncher. A lot of Vanguard's attacks are susceptible to beingDodgedand punished. Patience is key here, as Dodges have a lot of recovery and can be easily punished when baited. To learn more about the concept of Neutral, check out the 'Additional Resources' tab at the top of this section. The Machabo Article/Live Reading by Sajam The Footsies Handbook/Live Reading by Sajam 5AGuardMidStartup9Recovery18Advantage-1 A decently fast poke. Great at checking approach options or for approaching yourself. The only downside is that itwhiffsVS a lot of characters when neutral-crouched: 5BGuardMidStartup11RecoveryAdvantage-12 Extremely fast for what it is.5Bcovers a massive amount of space and works as a greatanti-airas well. Just don't whiff, as it has lot of recovery! 5SGuardMidStartup18RecoveryAdvantage-4 While6SGuardMidStartup21RecoveryAdvantage-9and4SGuardMidStartup20RecoveryAdvantage-10are also decent pokes,5Scarries a lot less commitment due to its low recovery time, while still benefiting from adisjointed hitbox." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Okizeme", "text": "Vanguard is at his best when pressuring with hisSkills, so his general goal will be so set these up as safely as possible.4SGuardMidStartup20RecoveryAdvantage-10and6SGuardMidStartup21RecoveryAdvantage-9can make use of their disjointed hitboxes to safelymeatyagainst a lot ofreversals, making it great way to start pressure without the need for ahard read.Another way to stay safe from wakeup reversals is to set upsafe jumpsafter specificHKDenders. 2BGuardLowStartup13RecoveryAdvantage-16Counterhit CH2Bgrants a HKD, giving Vanguard enough time to position himself for almost any pressure-starter, including4SGuardMidStartup20RecoveryAdvantage-10or6SGuardMidStartup21RecoveryAdvantage-9. 5M~6MGuardMidStartup25RecoveryAdvantage-12Midscreen Your main combo ender for those long-range pickups. It grants a HKD, offers a lot ofcorner carry, and allows you to meaty with4SGuardMidStartup20RecoveryAdvantage-10or6SGuardMidStartup21RecoveryAdvantage-9. 5M~2MGuardMidStartup28RecoveryAdvantage-7Midscreen Though you can almost always continue a combo after5M~2M, sometimes it's best to stop early, before granting your opponent their Awakening Passive.This HKD gives you enough time to safe jump by forward-jumping twice and usingj.BGuardHighStartup10RecoveryUntil Landing (+3)Advantage. 214M / 4MGuardMidStartup15RecoveryAdvantage-2Corner After214M / 4Min the corner, Vanguard can immediately safe jump by timing a forward-jump and usingj.BGuardHighStartup10RecoveryUntil Landing (+3)Advantage. If the opponent is too high up, this requires some manual timing.Ifj.BGuardHighStartup10RecoveryUntil Landing (+3)Advantageconnects low enough, it can evenjailinto2SGuardMidStartup14RecoveryAdvantage-12at closer ranges, setting up his strongSpressure." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Pressure", "text": "Vanguard mainly pressures his opponents by cranking theirGuard Gaugewith hisSkillsand denying approach options with strong normals andspacing.Skill-based pressure is fairly open-ended and leaves a lot of room for player expression, rewarding patience and fundamentals.From theseblock stringsandstaggers, Vanguard aims to make his opponents feel helpless and trapped. To learn more about the concept of Pressure, check out the 'Additional Resources' tab at the top of this section. Building an Offensive Game Plan Pressure 101 - Being Contestable The backbone to all of Vanguard's pressure.Skillsaremassiveand allow a lot of flexibility as to how he wants to engage. Normally, chaining theseSkillstogether forms completelygaplesspressure. By slightly delay-canceling these strings, you are able to createframe traps, which is huge part of Vanguard's\"mix\".Generally, you'll want to start your pressure with either6SGuardMidStartup21RecoveryAdvantage-9or4SGuardMidStartup20RecoveryAdvantage-10, saving5SGuardMidStartup18RecoveryAdvantage-4to end the string safely.These moves all have some ridiculously disjointed hitboxes, making some of Vanguard's block strings safe to reversals. Disclaimer:MSpecials grant your opponentWhite Healthwhen blocked. Your opponent can then use that White Health forConversion.Due to the massive utility of Conversion, it is not always a good idea to simply grant it to your opponent, especially in the Early-Game. 5Mis very versatile; But unless you have Conversion to make moves such as2Bsafe, you'll be using5Mquite a bit.Ideally, you would want to minimize its use by properly spacing your attacks and extending your pressure by using Conversion instead. 5Mcan be canceled into a follow-up at any time during the animation.The 1st hit has lessblock stunthan the 2nd, which is something worth noting during pressure. To learn more about each follow-up, select a tab at top of this section. 5M~5Mis projectile-invincible; Sometimes useful when whiff-canceling from5Mto approach zoners, and is only-1on Block! In those matchups,5M~5Mbecomes an extremely valuable gap-closer. 5M~2Mis mostly for combo extension, but it is also a tight frame trap, being able to catch even the early frames of a Dodge.Other than this, its use in pressure is somewhat limited, especially considering slightly delay-canceling5M~5Mor5M~6Mserves the same purpose while also being safer. 5M~6Mis the only other gapless follow-up to5M. While more ideal as a knockdown, it does push the opponent very far away, which isn't bad for Vanguard in most matchups. 5M~4Mis a fully armored follow-up, making it that much better at blowing through enemy attacks and landing a counter hit.On said counter hit, it puts the opponent into acrumplestate, giving Vanguard more than enough time to run up and start a combo with2S, as shown in the video example." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Awakening", "text": "Vanguard's Awakening Passive increases hisGuard Damagedealt by 50% when attacks are blocked. Basically, what Vanguard already does best, but better. The threat of aGuard Crushis more than real during awakening, forcing the opponent to have to act before it's too late. (Note: This was written before cubes, and has not been updated.)" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Defense", "text": "Vanguard's defense is on the weaker side, with his sole reversal whiffing against practically every crouching character and even against some standing attacks.Because of this, his defense generally involves turtling and requires a good sense ofabareto check gaps in pressure. In DNF, Throws don't generally set up for scaryokisituations, so taking a Throwmidscreencan actually reset neutral and give you White Health for Conversion. Though hisGuard Cancelis also suspect to whiffing at range, it's a generally safe option to escape pressure, but it will cost 100MP to use. Vanguard isn't too resource-hungry, however, so the cost can be worth it. A successful Guard Cancel will put the opponent at almost full screen, which is a range Vanguard can control well. To learn more about the concept of Defense, check out the 'Additional Resources' tab at the top of this section. The Attacker & The Defender Playing With a Life Lead" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Abare", "text": "Abare means to attack during an opponent'sframe advantagewith the intention of interrupting their pressure. Naturally, faster moves work best for this task. 2AGuardLowStartup7RecoveryAdvantage-1 It may have a lot of recovery, but it does have a startup of7f, making it your fastest normal. It can cancel into5Bfor easy combo conversions. ThrowGuardStartup5Recovery22Advantage At5fstartup, Throw is technically your fastest available option, though it carries a lot of risk due to its short range and long counter-hittable recovery. 623M / 2MGuardMidStartup13RecoveryAdvantage-40...is not an option! Don't do it. Just don't. Pretend it's a really, really good anti-air. You have been warned." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Strategy", "title": "Vanguard", "section": "Anti-Airing", "text": "Though it has a deadzone directly above Vanguard,2Mhas incredible vertical reach and functions like ahit grab, allowing Vanguard to ignore any lingering projectile hitboxes that may have otherwise hit him during the animation. The only drawback to using the simple input is that your Mana will start to regenerate later, as opposed to immediately.The video example here shows Vanguard using2Mto beatLauncher's post-4SGuardLowStartup18Recovery25Advantage-11~-17okizeme, using its hit-grab property to also avoid herNukeGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage+38set play. A Hopeless & Demoralized Launcher Player 5BGuardMidStartup11RecoveryAdvantage-12 While not invincible like2M,5Bhits incredibly high up, decently far, and a little bit behind Vanguard, making it a strong general-purpose anti-air. 2SGuardMidStartup14RecoveryAdvantage-12 Though it shares a deadzone with2M,2Sboasts incredible vertical reach, making it a more than serviceable anti-air option in many scenarios.Not only can it cancel into Vanguard's other groundedSkills, but it can also bejump-canceled, allowing for unique combo routes. j.AGuardHighStartup8RecoveryUntil Landing (+2)Advantage A fast, long-range, horizontal air-to-air. Nice and easy, and especially useful when back-jumping to stop aerial approaches VS characters such asStriker." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Data", "title": "Ghostblade", "section": "5A Data", "text": "===5AA Data===" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "Read First", "text": "GOFis the abbreviation of Get On fire which is used to indicate Awakening follow ups are used in a combo. These follow ups can be used off anyMmoves in awakening except236MMGuardAllStartup26RecoveryAdvantage-17because that animation is being used for the follow ups. Simply pressingMagain after theMmove has been used will activate the follow up." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "REPLACEME", "text": "Chain Starter >5S(2) >5M~M~MDay 1 Combo. This combo is available from all chains, regardless of screen positioning, and has a very low mana cost. While not ideal, this combo works well as a hit confirm from any point in Troubleshooter's Blockstrings, and gives him enough time to either meaty the opponent afterwards or use4Sfor self-buffs. This combo consumes 60 Mana. This combo does 217 Damage." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "REPLACEME", "text": "Chain Starter >5S(2) >236M~MA variant of the previous combo that does a little more damage and hits more reliably at longer ranges at the cost of more mana. This combo gives less reward than the previous one, but the wallbounce from236Mgives Troubleshooter enough time to either use4Sfor self-buffs or run towards the opponent for oki. This combo consumes 80 Mana. This combo does 221 Damage." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "REPLACEME", "text": "2B/5B>2S>6S> Run >5S(2) >6S>236M~MA combo with solid damage and decent corner carry due to236M. If the opponent reaches the corner after being hit with236M, this combo can be extended by going intoj.M> Run >2B>623Mfor 363 Damage. This combo consumes 80 Mana. This combo does 329 Damage with5Bstarter, 319 with2Bstarter." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "REPLACEME", "text": "2B/5B>2S>6S,2S>236M~M,j.M, Run >2B>623MA high damaging combo for when you're right in the corner. The2Spickup after6Smust be delayed slightly for the combo to connect. If delayed too much, however, the subsequent236M~M's final shot is prone to missing. It is much better to delay too much than delay too little to avoid being punished. This combo consumes 100 Mana. This combo does 399 Damage with5Bstarter, and 389 with2Bstarter." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "REPLACEME", "text": "2B>5MMM> dash cancel >2B>5MMM> dash cancel >2B>5S>5MBasic combo that gives you corner carry and ends in a hard knockdown. If you have enough mp you can end in4Mbut i wouldn't do that unless you have more than enough mp because net pick up combos can't be adjusted for low mp due to bad untech time from net explosion hit. 2S>6S>4S>5MMM> Dash Cancel >5MMM> Dash Cancel >2B>5S>5Mor4MSimple combo that allows to combo into drink mid combo for extra damage and mp." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "Combo Theory", "text": "This theory is out of date but the microdash net pick ups still applies for high damage enders so it isn't outright deleted till I can write up a better one. But for now they are filled with 5MMM rekkas. The 2 main components of maximizing Trouble Shooter's damage in combos are5M>j.Mextensions and4M/214M> 662Aextensions. Both offer generous windows to follow up on after the fact and allow for greater corner carry. While5M>j.Mcan be done essentially any time, anywhere on screen provided Trouble Shooter is close enough to connect thej.M,4M/214M> 662Ais much more dependent on the proper positioning, requiring the opponent to both be high enough in the air when hit by the shotgun blast as well as being close enough to the net that gets thrown down that they won't recover before the section they are on top of explodes. The two easiest ways to set up these conditions are5S(2) up close or2Sinto a delayed4M/214M. In the corner regardless of starter you will usually be able to make use of4M/214M> 662Aas an extension but midscreen will require more specific routes and will often need you to be much closer than5M>j.Mdoes to combo properly, and at the ranges that you can use4M/214M> 662Ayou can just as well use5M>j.Mif you aren't comfortable with the microdash2A. Both of these extensions become quite a bit easier when in Awakening thanks to the buffs that all of Trouble Shooter'sMmoves get. At that point as well,6M/236Mbecomes a nearly full screen combo starter as the wallbounce allows you to pick up the opponent with aj.Minto whatever combo you want. Aside from those 2 important extensions it's worth noting that effective use of4Sfor the damage buff, but more importantly white health to freely use conversion, can open up Trouble Shooter's combos to ridiculous levels." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Combos", "title": "Troubleshooter", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Matchups", "title": "Troubleshooter", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Battle Mage", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Brawler", "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Monk", "text": "Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Nen Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Spectre", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Matchups", "title": "Lost Warrior", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Starter", "title": "Battle Mage", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Data", "title": "Kunoichi", "section": "Nin-Bound Flying Air Shuriken Data", "text": "until floor collision,(8),18 (2nd & 3rd volley)" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Strategy", "title": "Kunoichi", "section": "Mixups", "text": "bruh bruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruhbruh" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Battle Mage", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Spectre", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Matchups", "title": "Monk", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Roll Option Selects a block or roll against: 6S 5M 4M 6M 2M Roll loses to: 2S > 4S (normally a true blockstring but attempting to roll prevents you from crouch-blocking) Launcher's only answer is Laser (5M) You can use them as cover and roll on reaction. Reaction jump > j.M punishes, if she blocks you airstall over the projectile anyway. After Throw also: Barrel (Loses to Laser but Launcher gets nothing out of it really)https://www.youtube.com/watch?v=S0pcdzOUCsU" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Roll beats: j.A j.B j.S (blocks too) j.M https://www.youtube.com/watch?v=Ip9p3FzpsdU 4M beats: 2B 5S 2S 2B 5S 4M 2B 5S 6S 2B 5S 2B 5S 4S https://www.youtube.com/watch?v=ANMHxvY9844 RPS: Run up 4S ONLY loses to: 2A, raw 4S Run up jump ONLY loses to: raw 2S or: Run up DP beats any press, empty 5M beats any not-blockhttps://www.youtube.com/watch?v=bDBP85Fnx5Q Crouch, DP the 4M Crouch, late jump after 4M - Falling j.B into full confirm Extruder: DP if super close" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Matchups", "title": "Brawler", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Combo Theory", "text": "Almost all of Launchers combos are structured around2Aand5Astarters. While it is possible to get higher damage fromB,Sor even MP Skill starters these are more situational punishes and don't present themselves often in matches. The common goal is to end combos mid-screen with236Mfor corner carry and either236Mor623Monce in the corner. Ending with236Min the corner will give the strongestokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.setup with follow up2Bwhiff canceled into a meaty5S. In all other cases (e.g. max range5B) you should end combos with5Mto push your opponent back while denying them the opportunity to use conversion to get back in. If you have the extra meter to burn you can add onj.Mto most combos for an extra minimum 100 damage for eachQuantum BombGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage+38." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple 5A>5AA>4S>j.SWorks everywhere and at all but max5AArange. Good for closing out rounds when out of meter." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Basic midscreen with5Mender (169 damage)", "text": "5A>5AA> [5B] >5MLow-cost, low damage combo that is very useful for stripping away white life. This will be your go to combo when outside of4Srange after5B. Can add another rep of [5B] >5Mwith conversion." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Fullscreen pushback (279 damage)", "text": "2A>5S>236M>5S> dl.5S> dl.5S> dl.5MWorks everywhere and at most2Aranges. This combo sends the opponent to the other end of the screen so it's best used away from the corner." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Fullscreen confirm (214 damage)", "text": "5S>6S>5MThe only way to confirm long range rocket hits." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Basic corner anti-air (~513 damage)", "text": "AA2Sx5 >214M(2) > dl.5S>214M(2) x2 > dl.5S>214M(2) >4S>623MSimple mana-efficient high damage anti-air leading into oki in the corner. The2Slinks need a slight delay between each rep to make it easier to connect with214M." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Jump-in into oki ~(215 damage)", "text": "j.A>jS>2A> [5B] >5S>6S>5MjAneeds to hit rising." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Basic midscreen into oki (245 damage)", "text": "5A>5AA>5S>236M>5S> 66 >4S>623MA very simplebnbA staple combo that is simple yet effective.that has about half screen corner carry." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Round start roll punish (~346 damage)", "text": "2A>5S>2S> dl.6S> dash >4S>236M> dash >214M(2) >4S>236MWorks at round start distance. You need to delay the6Sso that it hits slightly behind the opponent, giving you enough time to dash in with4S The damage varies depending on how214Mhits." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2A midscreen full corner carry (~329 damage)", "text": "2A>5S>2S> dl.6S> dash >4S>236M> dash >4S>623MWorks anywhere on the screen and gives full corner carry." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2A corner confirm (~303 damage)", "text": "2A>5A>5AA>5S>2S> jc >j.S>236M>5S>214M(2) >4S>236M" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "j.S jump-in with full corner carry (~333 damage)", "text": "j.S>5A>5AA>5S>236M>5S> dash >5S>236M>4S>623MWhile this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive. Damage varies depending on how many hits236Mgets." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2S anti-air with full corner carry (319 damage)", "text": "2S> dash > [5B] >5S> dl.6S> dash >4S>236M> dash >4S>623MWorks from anywhere on the screen." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "5A full corner carry (~313 damage)", "text": "5A>5AA>5S>2S>236M>5S> dash >5S>236M> dash >4S>623MUseful for taking the corner anywhere on the screen. While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "5A corner confirm (~354 damage)", "text": "5A>5AA>5S>2Sx2 >214M(2) >5S> [214M(2)]x2 >5S>214M(2) >4S>623MDamage varies depending on how214Mhits." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "5A corner confirm with added j.M (~384 damage)", "text": "5A>5AA>5S>2S> jc >j.M>j.A>j.S> dl.2B(whiff) > dl.5S>214M(2) >4S>623MA higher damage, higher execution version of the previous5Acorner confirm. You need to be fairly close withhit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent.ing5Ain order to connect withj.A>j.Slater in the combo." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "j.A corner jump-in (~349 damage)", "text": "j.A>j.S>2A>4S>236M>5S>214M(2)x2 >4S>623MDamage varies depending on how214Mhits." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "5S full corner carry (~410 damage)", "text": "5S>2S>236M>5S> dash >4S>236M> dash >4S>623MWorks anywhere on screen where5Sand2Slink." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "5S corner confirm (~465 damage)", "text": "5S>2Sx3 > jc >j.M>j.A>j.S> dl.2B(whiff) > dl.5S>214M(2) >4S>623MDamage varies depending on how214Mhits." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2A corner side swap confirm (~465 damage)", "text": "2A>5S>214M(2) > dash >2S>214M(2) >5S>214M(2) >214M(2) >5S>214M(2) >j.M>j.S(whiff) >4S170MP requirement. Good utility combo to steal the corner and deal a good amount of damage with clear cube." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "CH 5B corner confirm in exhaustion (291 damage)", "text": "CH [5B] >5S>6S> [5B] >5S>6S>5S>214M(2) >j.M>j.S(whiff) >j.S-50 or more mana requirement. A great combo for when you're exhausted and still need to keep up the pressure." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2B corner confirm (~391 damage)", "text": "2B>5S>6S>5S>6S>5S>6S> dash >5S>214M(2) >j.M>j.S(whiff) >4SNeeds 100 mana to start and will leave you mana positive. Depending on your spacing you may need to include a micro dash to be in range forj.M>j.S(whiff) >4Sto link." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2S anti-air corner carry confirm (~751 damage)", "text": "AA2S>214M(2) > dash >2S>214M(2) > dash >2S>214M(2) > dash >2S>214M(2) > jc >j.M>j.S(whiff) >j.S> dash >5S>214M(2) >4S>AS170MP requirement. Anti-air combo with full corner carry." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "5S Corner Carry Double Nuke combo (~512 damage)", "text": "5S>2S> jc > dl.j.M>j.A>j.S> [66 >5S>214M(2)]x2 >j.M>j.S(whiff) >4SNeeds 130 mana. The trick to getting214M>j.Mto link is making sure you inputj.Mas low to the ground as possible (also known as atiger kneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.input). This way you whiff cancelj.Sfor shorter landing recovery intoj.Sand the nuke will be auto timed to hit after the animation of4Sfinishes." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2A midscreen confirm (~361 damage)", "text": "2A>5S>214M(2) > dash > (2Bwhiff) >2S>214M(2) > dash > dl.5S>214M(2) >j.M>j.S(whiff) >j.S130MP requirement. You need to be point blank with2Ato avoid dropping later in the combo. 2Bis optional.5Sneeds to be delayed just slightly to hit after2Bif used." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "170MP 2A corner confirm (~482 damage)", "text": "2A>5S>2S>214M(2) >2S>214M(2) >5S>214M(2) >214M(2) >5S>214M(2) >j.M>j.S(whiff) >4S170MP required to remain meter positive after (with oki). Deals up to 506 damage with clear cube. Damage varies based on character and how many hits of214Mconnect." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2A corner to corner confirm (~724 damage)", "text": "2A>5S>214M(2) > dash >2S>214M(2) >j.M>j.S(whiff) >j.S> dash >5S>214M(2) >j.M>j.S(whiff) >4S> dash >4S>AS200MP requirement. 2Aneeds to start close enough to link5Sinto214M. This combo be used anywhere on the screen." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Corner 5A Starter (~734 damage)", "text": "5A>5AA>5S>2S>214M(2) >j.M>j.S(whiff) > [5B] >6S>j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS200MP requirement. A good meter dump corner combo for closing out rounds. Don't hold5Bfor the full duration as that will mess up the link into6S>j.Mafter." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Corner 2A Starter (~777 damage)", "text": "2A>5S>2S>214M(2) >j.M>j.S(whiff) > [5B] >5S>j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS200MP requirement. A good meter dump corner combo for closing out rounds." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Corner DP Punish (~776 damage)", "text": "CH5A>2S> jc > dl.j.M>j.A>j.S>j.M>j.S(whiff) > dl.5S> dl.5S>214M(2) >j.M>j.S(whiff) >4S>4S>ASNeeds 200 mana and awakening. A DP punish starting from5A. You need to be close in order to link5Ainto2S. Does not work onInquisitor." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "5S Corner DP Punish (~885 damage)", "text": "CH5S>2S>4M(2) >5S>2S>4M(2) >j.M> cv >5S> dl.6S>j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>ASNeeds 200 mana and awakening. A DP punish starting from5S. Does not work onEnchantress." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "2B Triple Nuke Corner Confirm (~797 damage)", "text": "2B>5S>2S> jc >j.M>j.A>j.S>j.M>j.S(whiff) >5S> dl.5S>214M(2) >j.M>4S>4S>AS200MP requirement. In order to get enough mana to spend on a fourthj.Myou need to CV the firstj.Mimmediately. This lets you skip the mana regen cooldown and have just enough to fit four Quantum Bombs. CH2Sx3 > jc >j.M> cv >2S> jc >j.S> dl.j.M>j.S(whiff) >j.S> dl.j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS200MP requirement. Atouch of deathA single combo that will defeat the opponent even from full health.combo onEnchantressandSwift Master. The number of times you can loop2Sin the beginning is character dependent based on how much white health they give. Does not work onInquisitor. CH5S>2S> dl.2S> jc >j.M> cv >2S> jc >j.S> dl.j.M>j.S(whiff) >j.S> dl.j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS200MP requirement. Does not work onEnchantress." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Combos", "title": "Launcher", "section": "Combo List", "text": "2A> [5B] >5S>2S>214M(2) >j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS 4S>236M>4S>236M>4S>623M CH2Sx3 > jc >j.M> cv >2S> jc >j.S> dl.j.M>j.S(whiff) >j.S> dl.j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS Using Indomitable Spirit can help sometimes with positioning and gaining additional white health for conversion. Just make sure it doesn't take away your frame advantage. SeeQuad Nuke Combosfor tips on using four Quantum Bombs in one combo. CH2Sx2 > jc >j.M> cv >2S> jc >j.S> dl.j.M>j.S(whiff) >j.S> dl.j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS SeeQuad Nuke Combosfor tips on using four Quantum Bombs in one combo. 5S> CH2S>214M(2) >2Sx3 >214M(2) >j.M>j.S(whiff) >5S>6S>j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S>4S>AS" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Overview", "text": "Enchantress is a highly technical puppet character that uses MP to control her doll, Madd, for tandem pressure. She is a well-rounded character that has access to strong pokes, several projectile options for zoning, and a very strong mixup game from her fast fall high/low viaj.Mcancels complemented by her devastating214Mcommand grab. Her primary goal in neutral is focused on controlling space with her array of projectiles while pushing the opponent towards the corner. Gaining space allows her to safely use4Sor5Sconversion cancel where she can run in behind it to cover her approach and stay plus on block. Once in the corner, she can start doing devastating mixups and also leverage the corner for potent Madd pressure as it is much easier to keep him on top of the opponent compared to midscreen. Enchantressis classified as aGimmickyA type that bends the rules of battle.type. She has many ranged attacks and can steal MP from the opponent, all while simultaneously controlling her puppet, Madd, for powerful coordinated attacks. MP Steal:HarvestGuardMidStartup0 (ENC), 20 (Madd)Recovery13 (ENC), 45 (Madd)Advantage+34can uniquely pressure the opponent by draining their mana on hit. Doll-like: Due to her diminutive stature, Enchantress has a smaller hurtbox than most characters and can run under some projectiles as well as make moves whiff completely by crouching. Conversionless Mixups: By doing akara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.j.S~j.M, Enchantress can briefly stall herself midair to create a High-Low mixup, and fully combo on hit. She can also use her Command GrabKeep Away!GuardMidStartup0 (ENC), 25 (Madd)Recovery17 (ENC), 46 (Madd)Advantage+53, which is immune to Throw Break and is able to perform huge combos in the corner. Teleport Dodge: Enchantress'Dodge Rollis unique in that it cannot be grabbed, allowing her to escape from setups that might grab a standard roll. Frail: Tied for the lowest health in the game at 900 HP, Enchantress is not given any special treatment on defense and must use her pokes to keep herself safe. MP Countdown: DuringShowtime!Guard-Startup0Recovery20Advantage-, MP will be spent continuously and cannot recover, forcing Enchantress to stockpile MP to get the most out of Madd." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Unique Mechanics", "text": "Madd is an enchanted doll that follows Enchantress.WhenShowtime!Guard-Startup0Recovery20Advantage-is active, Madd is able to move indepdenently of Enchantress, and each of Enchantress'MPSkills during this mode will be performed by Madd, regardless how far apart they may be. Madd can also be teleported to a specific location whenShowtime!Guard-Startup0Recovery20Advantage-orAnd, Scene!Guard-Startup0Recovery20Advantage-is activated mid-air based on the direction input, allowing Enchantress to set up Madd in favourable position. However, during Showtime!, Madd can also be attacked, preventing Enchantress performing anyMPSkills with Madd for a short moment. Awakening Effect: activates when entering Awakening mode at 30% HP or less.MP Skills can be canceled usingShowtime!Showtime! can be cancelled by using Madd the Guard, Madd Mad Slash, and Curse of Terror Bear. Awakening Effect: activates when entering Awakening mode at 50% HP or less.Reduces the passive MP consumption ofShowtime!by two thirdsReduced from 4.5 MP/s to 1.5 MP/s..When recovering White Damage, the recovery speed isincreased by 100%Increased from 30 HP/s to 60 HP/s..Increases the passive MP recovery rateby 40%Increased from 15 MP/s to 21 MP/s.." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "5A", "text": "Important button in pressure as it's the one with the least pushback and the best frame advantage, allowing forKeep Away!GuardMidStartup0 (ENC), 25 (Madd)Recovery17 (ENC), 46 (Madd)Advantage+53tick throw setups. Also a decent poke, useful for catching rolls thanks to it being whiff cancelable into5AA. Unavoidable after landingKeep Away!GuardMidStartup0 (ENC), 25 (Madd)Recovery17 (ENC), 46 (Madd)Advantage+53in the corner Low damage combo starter" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "5AA", "text": "Enchantress'5AAis unique in that it is the only one in the game that can be jump cancelled. If an enchantress player could explain if that matters, that would be cool." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "5B", "text": "A forward advancing broom swipe serving as Enchantress' main poke. The range it covers makes it a good button for starting and continuing pressure or whiff punishing. Combos into2Bon hit, but will drop on max range hits against some characters" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "2A", "text": "Enchantress' fastest and most practical low, since2B's first hit is a mid. Unsafe on block by itself, making it weak for stagger pressure. Has good range for its speed." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "2B", "text": "On block or hit can cancel anytime between the first and second hits, allowing for frametraps and tick throw setups withKeep Away!GuardMidStartup0 (ENC), 25 (Madd)Recovery17 (ENC), 46 (Madd)Advantage+53. 2nd hit can whiff on opponents too high in the air" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "j.A", "text": "Primarily used in instant overhead mixups, this attack has poor horizontal reach making it a weak air to air unless the opponent is directly above enchantress. For similar reasons, it's not very good as a jumpin as it requires her to be very close to the opponent." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "j.B", "text": "While slower thanj.A,j.Bhas great reach, making it more reliable as an air to air and Enchantress' go-to jump-in normal." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Throw", "text": "A+B" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Rose Vines", "text": "5SIs a projectile property attackCan hit a knocked down opponent off the ground Slow fullscreen traveling projectile that travels along the ground. Can be cancelled intoShowtime!Guard-Startup0Recovery20Advantage-on hit and block to get better frame advantage; if cancelled this way, it becomes plus on block when spaced to get multiple hits. Low profile during the initial active frames Will hit different amounts of times depending on spacing Remains completely active when conversion cancelled, allowing enchantress to safely cover her approach" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Madd, it's Time to Dance!", "text": "2SMadd's attack during this move is considered a projectile Enchantress' main anti-air and amazing combo tool. When Madd is not being controlled byShowtime!Guard-Startup0Recovery20Advantage-, both Enchantress and Madd will do this attack in unison, doing 2 hits and 150 damage when both of them hit together. It's possible to get Madd separated from Enchantress through eitherShowtime!Guard-Startup0Recovery20Advantage-or simply dashing away from Madd. If Madd is disconnected from Enchantress, it will still perform2S, doing 100 damage when hit on its own, however it won't cancelable into other moves if it hits this way. Can be jump-canceled if Enchantress connects even on block, allowing for karaj.S~j.Mmixups. Can be dash cancelled if Enchantress connects on hit. IfKeep Away!GuardMidStartup0 (ENC), 25 (Madd)Recovery17 (ENC), 46 (Madd)Advantage+53is hit in the corner, this can be timed to beat all of the opponents options." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Lantern Firebomb", "text": "6S(Hold OK)Is a projectile property attackHard knockdown on level 4 only A slow moving horizontal fireball. Level 4 causes a hard knockdown on hit, giving enchantress enough time to hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Destiny Puppet", "text": "4SIs a projectile property attackInflicts hard knockdown on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Aerial Lantern Firebomb", "text": "j.S(Hold OK)Is a projectile property attackHard knockdown on level 4 onlyCan hit a knocked down opponent off the ground Shoots a fireball at an angle towards the ground. Stops all air momentum during startup, including when charging. Level 4 causes a hard knockdown on hit. When Kara canceled into Showtime!, stops all air momentum." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Terrible Roar", "text": "2Mor623MIs a projectile property attackCan hit a knocked down opponent off the groundTemporarily fully invincible Enchantress' invincible reversal. Unique move that can allow her to create a largely displaced hitbox at Madd's position while getting invulnerability if used when Madd is far forwards from her, being rather safe on block at longer ranges. This is especially useful after getting hit by an opponent's Guard Cancel, as the hit will automatically get Enchantress out ofShowtime!Guard-Startup0Recovery20Advantage-and keep Madd pretty close to the opponent. Has a vacuum effect before hitting reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Harvest", "text": "6Mor236MIs a projectile property attackCan hit a knocked down opponent off the ground This move drains MP from the opponent for each hit of the move, stealing 4 MP on each of the first 8 hits, and 8 MP on the final hit, giving all of it back to the Enchantress. How much MP is stolen depends on how many hits are landed, meaning hitting it late will result in less MP stolen. If hit in full, leaves Enchantress -20 MP and the opponent -40 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Keep Away!", "text": "4Mor214MThrow property attack. Cannot be guardedDebuff inflicted on an opponent hit byKeep Away!. Opponent is transformed into a doll with very limited options. Command grab that Inflicts theDoll Hitstatus on the opponent for approximately 3 seconds. During this time, the opponent will become an extremely vulnerable Doll. The Doll has a limited move set and Enchantress can freely apply her offense." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Showtime!", "text": "5M(Air OK) Enchantress gains control of her puppet, Madd, which is moved by forward and backwards inputs. HerMmove inputs change properties while Showtime! is active. Showtime! will automatically end when Enchantress is attacked or when she runs out of MP. Drains Enchantress' MP over time while active. Showtime does not end when Madd is hit by the opponent. Due to the move's low recovery, it can be used to effectively maintain pressure or extend combos via canceling normals or special moves. The jumping version of5M. Functionally identical, it activates/deactivates Madd, however takes way less time to perform than its grounded counterpart. While on its own, the move does not affect air momentum, it can be {kara-cancelled fromj.Swhich freezes all air momentum. Combined with the minimal total duration, this gives way to tricky air options and even an Instant Overhead withj.A. Holding forward or backward during the input will affect the position that Madd is placed in. The air version can cancel into itself to quickly reposition Madd without going through the move's recovery. j.M Madd is displaced on frame 1 when holding 4 or 6" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Madd the Guard", "text": "2Mduring Showtime!or623Mduring Showtime!Is a projectile property attackInflicts hard knockdown on hitCan hit a knocked down opponent off the ground Madd is fully invincible for the duration of the move." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Madd Mad Slash", "text": "6Mduring Showtime!or236Mduring Showtime!Is a projectile property attackCan hit a knocked down opponent off the ground" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Curse of Terror Bear", "text": "4Mduring Showtime!or214Mduring Showtime!Is a projectile property attack Madd attacks with a projectile in the form of fire breath. It multi-hits, which allows enchantress to lock down opponents from a distance. Madd is invincible while the fire is active." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "And, Scene!", "text": "5Mduring Showtime! (Air OK) Deactivates Showtime!, causing Madd to walk slowly to Enchantress' current position. When used while airborne, Madd will teleport to Enchantress. Can also be used for the same Kara Cancel options as Showtime!" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Doll Hit", "text": "Astatus effectapplied by Enchantress'command grab. The status effect lasts for approximately 3 seconds. During this time, the opponent will become a large Doll which overwrites standard attributes. The Doll can only walk, jump, or attack with a unique5Aorj.Aattack. The Doll cannot Dash, Block, or use any other attack. However, the Doll is completely Throw-immune and will immediately tech after any hit. Once the Doll Hit expires, the opponent will be left recovering for a short moment and vulnerable." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Doll5A", "text": "5Aduring Doll Hit Practically worthless." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Dollj.A", "text": "j.Aduring Doll Hit Jump and punish." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress", "title": "Enchantress", "section": "Forest of Dolls", "text": "AS Awakening Flash freezes the game for 75 frames (1.2525 seconds) starting at Frame 3." }, { "url": "https://www.dustloop.com/w/DNFD/Patch_Notes", "title": "Patch Notes", "section": "Intro", "text": "Officially documented gameplay changes will be prioritized for these pages. Language and terminology might be changed from the source for clarity or to match the wiki's own terminology. Version IDs and release dates were taken from the PC/Steam release. Consoles might include additional updates focused on improving game performance and stability, or minor bug fixes." }, { "url": "https://www.dustloop.com/w/DNFD/Patch_Notes", "title": "Patch Notes", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Kunoichi/Matchups", "title": "Kunoichi", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Frame_Data", "title": "Dragon Knight", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Overview", "text": "Repent, sinners! Crusader is a long-range, high-damage, big-body goliath who valiantly smites his foes from far away. He has access to a number of powerful tools that allow him to amass threat from fullscreen before charging forth and bringing the pain up close. Many of Crusader's normals have fantastic range, though they tend to be slow.5AAGuardMidStartup11Recovery31Advantage-10,5BGuardMidStartup14Recovery23Advantage+4, and especially5SGuardMidStartup20Recovery35Advantage-10have excellent range and are capable of shutting down approaching opponents with ease. If his pokes falter, then Crusader can rely on6SGuardMidStartup20RecoveryAdvantage-6to help cover a large space in front of him with a slow-moving projectile. Crusader'sj.MGuardMidStartup15RecoveryUntil landing+15Advantageis also an incredibly fast diagonally-oriented projectile that can easily shut down any approach coming his way. Working all of these zoning tools together allows for Crusader to beat back attempts at getting close to him. If his opponent makes a mistake and gets clipped by a good starter, then Crusader is capable of immediately transitioning into close-range pressure with his signatureDeflection WallGuardMidStartup22RecoveryTotal 45Advantage+12, which places a corner wall behind his opponent. From here, Crusader can use options like his plus on block2AGuardMidStartup7Recovery18Advantage+1to enforce his pressure. Crusader also has access toGrace of LemidiosGuardMidStartup22RecoveryAdvantage-8, a temporary buff that bestows additional lightning strikes on certain moves for combo extensions, gives him plus frames, and access to two additional MP Skills inStrike of RepentanceGuardMidStartup22RecoveryAdvantage-8andApocalypseGuardMidStartup200RecoveryAdvantage. Both of these skills are excellent in combos and pressure, which makes applying Grace of Lemidios a strong option to consider. Crusader's high damage and strong zoning come with a price- he's slow.Veryslow. His large hitbox, sluggish pokes and slow run speed can make it difficult to contest certain matchups. Opponents who understand how slow Crusader really is can also zip by his pressure attempts with a well-timed dodge, meaning a Crusader player has to be very conscious about their chosen pressure strings. In general, whiffing any of Crusader's slow pokes can spell bad news for him. Crusaderis classified as aTrapsA type that can plant special tools on the field to restrict their opponent’s movement.type. He has many moves with good range and damage. He can create walls at the opponent's location and has self-enhancing moves. Heavenly Zoning:Crusader's huge attacks and access to grounded and airborne projectiles allows him to very effectively strike from a safe distance, alongside the ability to force zoners to slow down with the use ofDeflection WallGuardMidStartup22RecoveryTotal 45Advantage+12. Corner on Demand:Deflection WallGuardMidStartup22RecoveryTotal 45Advantage+12allows Crusader to place the opponent in a corner situation off of virtually any hit or as a whiff punish, enabling devastating combos at will. Even when used on block, it's still plus. Meterless CounterCrusader's4Sis a counter attack that does not cost any mana, allowing him to escape situations where other characters would need to use anMPSkill in. Durable:With the highest Guard & Health Guages in the game, both further enhanced during Clear Cube Awakening, Crusader is the toughest character in the game. Heavy Strikes:Crusader's Normal attacks are all very slow, making it difficult to fight at close-range, and hisSkillsandMP Skillshave considerable startup and high recovery on whiff, giving opponents opportunities to close in. Giant:Crusader is one of the largest characters in the game, making him susceptible to unique Round Start options, and air attacks can hit him much easier. Slow:Crusader has the slowest movement speeds in the game, making it difficult to approach through zoning or maneuver around pokes. Expensive:Majority of CrusadersMP Skillsare quite costly meaning that overuse of these skills will result in exuastion much quicker than other characters. Troubled Defense:Crusaders ResersalsHaptism623M&4SGuardMidStartup3Recovery40AdvantageLose to throws and lows.Haptismalso lacks invincibility, and is instead and armored reversal. Crusader relies on guard cancel much more than other characters do." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Unique Mechanics", "text": "Crusader's214MGuardMidStartup22RecoveryAdvantage-8encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his5BGuardMidStartup14Recovery23Advantage+4,2BGuardLowStartup18Recovery28Advantage-10,5SGuardMidStartup20Recovery35Advantage-10,j.SGuardMidStartup20Recovery35Advantage-10,2SGuardMidStartup18,26Recovery29Advantage-12andj.MGuardMidStartup15RecoveryUntil landing+15Advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "5A", "text": "Slightly slow poke with a big delay when the second hit is involved. Hits crouching. Can extend5Mcombos with5S5Mif done without the minimum amount of air hits and if the opponent is high enough" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "5AA", "text": "Excellent range normal that doesn't always reach fully when5Ais blocked from farther away due to pushback, especially on block. Generally followed up by236Mto start combos or maintain pressure on block, or into5Mfor a simple confirm." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "5B", "text": "Solid poke that enables higher damage wall conversions, and becomes more oppressive whenGrace of LemidiosGuardMidStartup22RecoveryAdvantage-8is active. With Grace, the additional plus frames allow Crusader to create some scary guard bar pressure or go for mixups. Hits OTG and launches for a combo. Can be used to frame trap with2Aif hit point blank The Grace thunderbolt only comes out at the tip of the hammer, but reaches high for juggles. +0 on block against Indomitable Spirit without Grace. 5B 60f of air hitstun" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "2A", "text": "Crusader's fastestabareAn attack during the opponent's pressure, intended to interrupt it.option. Thanks to its massive plus frames on block, it's the cornerstone of Crusader's up close stagger pressure. Links into itself on hit and can counterhit confirm into5AA." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "2B", "text": "Crusader's only low. Has long range but unsafe against longer reaching normals and is a little too slow to use as a mixup option. Has a fairly large vertical hitbox for a low, so it can hit enemies coming down from juggles. Hard knockdowns enemies on airborne hit, enabling OTGs such as5B's launch. The Grace thunderbolt only comes out at the tip of the hammer, but reaches high for juggles. 2B Extra 2f hitstun added on OTG" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "j.A", "text": "Fast air to air option that can cancel intoj.Mfor a strong combo, thought it can fail to combo ifj.Aconnects while Crusader is falling." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "j.B", "text": "Long range air to ground normal, can hit on the way up against some other characters On air hit, plummets the opponent to the ground and ends with a hard knockdown if not followed-up with a combo. On grounded hit, has massive hitstun that can allow Crusader to land and convert into a combo if done while falling from as high as the top of his jump. On grounded counterhit, puts the opponent in a long stagger that forces them backwards. Cancelling intoj.Magainst a grounded opponent often fails to combo when done too low to the ground due toj.M's startup causing the move to not come out as Crusader lands. Opens upj.Mloops in combos when a wall is involved. Can be used to set up a safe jump off of2B. Very good cross-up potential." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Throw", "text": "A+B Leaves the opponent far away unless a wall is involved Sets up a mostly safe fireball if done with enough space between Can be converted ifApocalypseGuardMidStartup200RecoveryAdvantageis up, leading into nasty setplay" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Hammer of Repentance", "text": "5S(Air OK)Can hit a knocked down opponent off the ground Hammer of Repentance5S Crusader's main zoning poke which gives him strong meterless full screen presence. Staggers on hit, forcing the opponent backwards. Surprisingly safe for its reach, though it needs to be cancelled into mana skills against some characters to prevent being punished, especially at closer ranges. HitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\" Aerial Hammer of Repentancej.S Much slower version of5S, mainly used tokara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.j.M. Nearly identical to5S, it's generally not very useful itself unless to mix-up the timing of5Sagainst roll-happy opponents, as it only becomes active by the time Crusader is grounded. Fairly reactable but can open up mindgames with Conversion cancel." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Sacred Upper", "text": "2SThe descending strike (Behind Crusader) inflicts hard knockdown on hitThe descending strike (Behind Crusader) can hit a knocked down opponent off the ground Mainly a combo tool, hits one time in front of him and two times behind him. Can be used to catch rolls with the backhits if delayed slightly for a5Brestand afterwards. Can occasionally be used as anti air as a read due to its slow startup, which is often too lengthy to use on reaction. HitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\" Leaves a thunderbolt behind him withGrace of LemidiosGuardMidStartup22RecoveryAdvantage-8, resulting in a freeOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\" Very effective at stuffing airborne that increase jump arc" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Flash Sphere", "text": "6SIs a projectile property attack A slow moving projectile that travels fullscreen. Great screen control tool that has two hits, one when the projectile is being launched out, and one at the end of the active duration, where it explodes. Most characters can avoid Flash Sphere by crouching, and some shorter characters, such as Dragon Knight, can outright run underneath it. Using6Sin conjuction with Conversion Cancel can allow Crusader to advance safely as a midscreen approach. Like many projectiles, becomes more plus the further it travels." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Saint Counter", "text": "4SInflicts hard knockdown on hitCounters moves that are not projectiles, throws, or lows The Holy Counter. A manaless counter that launches the opponent into a wallbounce and hard knockdown. On successful counter, Crusader can pick up into a combo with5SOTG into236Mfor a short combo. Cannot parry low moves, throws, or projectiles." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Miracle Splitter", "text": "5MTemporarily invincible against projectile property attacks Crusader charges forward a little further than half screen distance, then attacks with a delayed uppercut launcher. Mostly used as combo fodder for corner carry and juggles. Very risky to use on block, as the uppercut hit can be avoided by counters, dodges, armor, and DPs, and even if it isn't avoided, the move is punishable. With Conversion cancel however, Crusader bait out the DP, extend pressure, make the 2nd hit safe, or improve a combo. Projectile invulnerable during the start of the dash portion. Hits more times when the opponent is airborne depending on how high the first two hits are." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Haptism", "text": "2Mor623MSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves Crusader's \"invincible\" reversal option. Unlike other DP's, it has no invulnerability and instead has 3 hits of super armor, consequently making him vulnerable to throws, multihit attacks, and lows. It has a large horizontal hitbox on both sides and is fairly rewarding for crusader on hit due to it's launches properties sending the opponent nearly fullscreen. It is not foolproof however, as it can be jumped over with precise timing. The armor loses to low attacks. Although armored, Crusader is still vulnerable to throws and awakening attacks. reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Deflection Wall", "text": "6Mor236MIs a projectile property attack Bring the corner to them! The cornerstone of Crusader’s pressure and combos, Deflection Wall makes his pressure nearly inescapable and allows for conversions from5AA. Its vertical range is practically unlimited and it has very good horizontal tracking. Makes for a strong blockstring option as a delayed frame trap due to having low recovery, being plus on block, and not being weak to rolls. While it can still be avoided by lows, Crusader recovers quickly enough to still be plus. Extremely fast characters such as Swift Master in awakening can actually move quickly enough to avoid Deflect Wall by running forward. Once \"active\", Has a collision box that can't be rolled through or jumped over. Grants access to different juggles based on the height at the start of the combo." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Grace of Lemidios", "text": "4Mor214M Crusader applies a suite of temporary buffs to himself for approximately 8 seconds, and gains access to two new MP Skills. Automatic lightning follow-upsHoly ShockGuardMidStartup48RecoveryAdvantageare added to5B,2B,5S,j.S,2S, andj.MSpear of VictoryGuardMidStartup15RecoveryUntil landing+15Advantage, adding a second hit after the first that extends almost to the top of the screen. This allows for combo extensions and makes5Mand2Mmuch safer on block." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Strike of Repentance", "text": "4Mduring Grace of Lemidiosor214Mduring Grace of LemidiosInflicts hard knockdown on hitCan hit a knocked down opponent off the groundDebuff inflicted on an opponent. Opponent is unable to jump temporarily. A huge hammer strike that despite its looks, has slightly less range thanHammer of RepentanceGuardMidStartup20Recovery35Advantage-10. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump. RemovesGrace of LemidiosGuardMidStartup22RecoveryAdvantage-8on use. Hard knockdown on hit. Also hitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Apocalypse", "text": "j.4Mduring Grace of Lemidiosorj.214Mduring Grace of LemidiosIs a projectile property attackCan hit a knocked down opponent off the groundDebuff inflicted on an opponent. Opponent is unable to jump temporarily. Crusader sets an orb of light midair while curing him of any negative debuff effects. After a short time, it turns into an orb of darkness that shoots out a large number of multi-hitting lasers, covering a large area on the ground before ending in an explosion. On block, Apocalypse allows Crusader to deal upwards of 80% guard bar damage with5Bover its duration. Since it is highly active and has OTG properties, it allows Crusader to combo off of throw, giving him a strong setplay/mixup option. RemovesGrace of LemidiosGuardMidStartup22RecoveryAdvantage-8on use. Is removed if crusader is struck before the darkness orb is out, however it persists once active. Leaves Crsuader exposed during animation. A savvy opponent can punish (which, as mentioned above, removes the trap)." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Spear of Victory", "text": "j.MIs a projectile property attackCan hit a knocked down opponent off the ground A very fast projectile that goes diagonally downward. Crusader rises into the air a bit before throwing. When reaching the ground, the projectile explodes, extending the hitbox horizontally. Can bekara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed fromj.Sto do it lower to the ground, enabling unique combos and projectile pressure, even working as a launcher in the corner. On block, without the explosion the move will be minus, and with the explosion at the right spacing it's plus enough to create true blockstrings. Explosion launches up after a hard knockdown allowing for bonus hits." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader", "title": "Crusader", "section": "Ascension", "text": "ASCan hit a knocked down opponent off the ground Crusader slams his hammer into the ground, creating a shockwave with practically unlimited vertical range that can connect against opponents juggled to the stage's height limit The shockwave Only connects at tip range so it might require some delay as a combo ender on some routes." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it. Source" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Overview", "text": "Lost Warrior is a slow character with highly explosive potential, scoring massively damaging combos off most hits. His overall gameplan is primarily focused around whiff punishing with this powerful Special and MP moves, which have excellent return from almost anywhere on the screen should they connect. Thanks to his unique Mechanic, Time Stop, hitting the opponent a total of 5 times with any MP skill over the course of the match will freeze them in place, extending his already high damage combos even further, often leading into touch of death sequences from one strong starter against most of the cast. Lost Warrioris classified as aGimmickyA type that bends the rules of battle.type. Has a variety of moves that can ignore distance. Has a variety of moves to switch sides with the opponent. Has strong lockdown through Time Stop. Damage: Lost Warrior's damage return is very high off random hits which further increases if he has more MP, is Awakened, and/or lands Time Stop. Time Stop Checkmate:Time StopGuardStartupRecoveryAdvantageoffers Warrior the ability to end a combo early and threaten a damaging conversion off of any stray hit, especially if the opponent is close to Awakening. Fullscreen Threat:Mysterious PierceGuardAllStartup30Recovery16Advantage+9is a fullscreen tracking projectile and combo starter that can effectively shut down opponents despite the long startup.Mysterious SlashGuardAllStartup22Recovery30Advantage-8is a long distance lariat that can be cancelled into Conversion to make it safe, andPhase ShiftGuardAllStartup20Recovery42Advantage-25is a fullscreen hitgrab with fairly fast startup to punish slower moves. Lacking Midrange: Lost Warrior has a speed and range gap between his long range or fullscreen options and his fastest short range buttons. It can be very difficult to him to fight mid-range opponents that have longer reaching buttons and faster attack speeds. Weak Pressure: Lost Warrior has few mix-up opportunities against defensive opponents and very little guard bar pressure to speak of. Instead, he must rely on whiff punishing and hard reads to secure damage." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Unique Mechanics", "text": "Awakening Effect: activates when entering Awakening mode at 30% HP or less. EnhancesMPSkill moves and the effect of Time Stop:Every time Engraved Time is inflicted, the opponent will freeze momentarily and the duration of Time Stop will be extended.Increases Defense.Decreases Guard Damage taken.Allows lost warrior to cancel groundedMPskills into4S Awakening Effect: activates when entering Awakening mode at 50% HP or less. Increases DamageIncreases Movement speedIncreases Defense." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "5A", "text": "Lost Warrior's fastest button which will make it his go to tool when trying to challenge. However due to its poor range, especially against opponents with low-profiles, it is a weakabareAn attack during the opponent's pressure, intended to interrupt it.tool as a whole. Due to its speed and high hitbox, it can be a useful anti-air against moves such asStriker'sj.S. Useful for starting5AApressure" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "5AA", "text": "At +2 on block with multiple follow up options,5AAis one of Lost Warrior's best pressure tools. Special cancels, delayed normal cancels, and5Scrossup can make the opponent hesitant to challenge when properly conditioned. 5AA>5Swill cross up if not in the corner" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "5B", "text": "On the slower side in terms of average5B’s, but has great frame advantage. Whiffs on many crouching characters outside of point-blank range. Despite what the animation may suggest, only hits in front of Lost Warrior" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "2A", "text": "Very slow but very big2A. Sees use as a faster low poke from closer range than2Band occasionally as anabareAn attack during the opponent's pressure, intended to interrupt it.when the extra range over5Ais needed. Has low profile." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "2B", "text": "Lost Warrior's longest reaching normal, making it one of his strongest neutral tools. It also serves as a key part of his combos thanks to its speed, high hitstun, and cancel options. Due to this move hitting low and having high active frames, it is a useful option for beating rolls in both neutral and pressure. Has low profile. Can be used as a meaty to be up to +5 on block. Hard knockdown on counter hit, allowing easyOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"confirms with moves such as5M" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "j.A", "text": "Lost Warrior's fastest air button making this the go to button for air to airs and jump ins. Hits slightly behind Lost Warrior." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "j.B", "text": "Slow startup, small hitbox, and stalling fall speed makes this move less favorable thanj.Ain many situations besides combos. With conversion cancel however, this tool becomes significantly better by allowing for stronger mix-ups. Slightly stalls air momentum Mainly used for combos" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Throw", "text": "A+B Lost Warrior's fastest move which can make it useful to challenge with at times. +6 on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Mysterious Slash", "text": "5S Teleports forward, cutting space to strike the opponent. Can cross over, and at a certain distance, hits the opponent from behind. While he visually disappears, Lost Warrior has absolutely no invulnerabilities during the animation. Approximately +5 on jump cancel" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Resolute Cut", "text": "2S Mostly used as combo filler, as the slow startup and short horizontal reach make it unreliable as an anti air unless used preemptively." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Phase Shift", "text": "6SIs a projectile property attackInflicts hard knockdown on hit Fullscreen hitgrab projectile that side switches and can combo intoVanish CutterGuardAllStartup15Recovery39Advantage-22orVanish StrikeGuardAllStartup28Recovery29Advantage-4on hit. Causes a hard knockdown on hit. Cannot hit airborne opponents. Can be canceled into 4S and then immediately conversioned, allowing it to be up to +10 on block." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Vanish", "text": "4S Teleports forward into the air, allowing air actions while falling.4Sprovides a Faster overhead option than jumping normally. Gives a safejump after ending a combo with2B" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Mysterious Slash (airborne)", "text": "j.S IASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.Sfunctions as a rewarding frametrap off jump cancellable moves such as5S. It is also one of Lost Warrior's best combo extenders, where he can land and then pick up with moves like2Bor5M. Can be whiff cancelled intoj.Aorj.Bas a pseudo airdash. Is always minus on block, with the recovery of the move also replacing the recovery of its whiff cancels. Staggers on Counterhit" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Mysterious Sphere", "text": "j.2SIs a projectile property attack Stalls air momentum on use and fires two projectiles at different angles. Recovers in the air, allowing air actions while falling." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Time Stop", "text": "Automatic afterMPSkillsStacking debuff inflicted by hitting an opponent with Lost Warrior's MP skills.Triggers when an opponent reaches 5 Engraved Time stacks, freezing them in place. Duration is increased during awakening. All of Lost Warrior'sMPSkills apply one stack of Engraved Time. When reaching 5 stacks, they are automatically consumed and Time Stop is activated, freezing the opponent in place for several seconds. If the opponent is using a move that hasSuper ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P).during Time Stop, Lost Warrior cannot kill them until Time Stop ends." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Vanish Cutter", "text": "5MCan hit a knocked down opponent off the ground A forward teleporting launch strike. At certain distances, Lost Warrior will cross over the opponent and hit them from behind. While it is primarily a combo and hit confirm tool, it can be used as a high damage anti-air with excellent reach to catch enemies jumping almost anywhere on screen. After inputting jump cancel, Lost Warrior has a short window to cancel his prejump frames into any groundedMPskill, including another5M. This allows comboing after5Min situations he otherwise couldn't. Jump cancellable on hit but not on block. HitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", allowing combo extensions after a hard knockdown fromj.Mor6S" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Absolute Guard", "text": "2Mor623MInflicts hard knockdown on hitCounters moves that are not projectiles, throws, or lows A counter-type reversal option. Invincible on frame one but but loses against projectiles, lows, and throws. It is useful when opponent is being too predictable with gaps, but overall Lost Warrior should rely more on blocking and Guard Counter than on this parry. Since it's a frame 1 counter, safejumps don't work against Lost Warrior. Parry that loses to lows" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Mysterious Pierce", "text": "6Mor236MIs a projectile property attackThe third sword can hit knocked down opponents off the ground Summons three swords at the opponent's location from anywhere on the screen. This attack is considered a projectile and can also OTG with the third hit." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Vanish Strike", "text": "4Mor214MCan hit a knocked down opponent off the ground Teleports directly above the opponent's head and descends with a strike. Ground bounces on hit. White it is safe on block, it can be anti-aired on reaction if the enemy is expecting it. Teleports on frame 12, making it a somewhat effective abare option, especially with white life to use Conversion and stay plus. Can also work as a long range anti-air, but loses to some air-to-air options. HitsOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\", allowing combo follow-ups from certain hard knockdowns like max-range6S. Can whiff against fast-moving characters' forward runs. Cancel Options (On block):5M,2M,6M" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Dominate", "text": "j.MInflicts hard knockdown on hit Airborne hitgrab that forces a hard knockdown. Usually used to extend combos or secure a knockdown advantage. White it hits mid, it stalls air momentum, allowing Lost Warrior to go for double overheads withj.A>j.M>j.A." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior", "title": "Lost Warrior", "section": "Transcendence Impact", "text": "AS" }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.10", "title": "Version", "section": "Intro", "text": "v1.10Date Released:January 5, 2023 LinksOfficial Site The connectivity issue of Dragon Knight's 'Dragon Breath' has been fixed on STEAM/PS4/PS5." }, { "url": "https://www.dustloop.com/w/DNFD/Version/1.10", "title": "Version", "section": "Navigation", "text": "v1.03v1.06v1.08v1.09v1.10v1.11v1.20 v1.40v1.41v1.50v1.60v1.70v1.71v1.80" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Strategy", "title": "Grappler", "section": "Mixups", "text": "Conversion mixups listed further down" }, { "url": "https://www.dustloop.com/w/DNFD/Grappler/Strategy", "title": "Grappler", "section": "Okizeme", "text": "Grappler has powerful offense thanks to his command grabs and looping pressure, but his short range renders him vulnerable to invincible reversals. However, he has plenty of access to safejumps from his combo enders to help enforce his strong offense. Grappler can get a safejump that both meaties and allows for a hitstop roll OS from the following combo enders: 2M: Simply hold 9 and meaty withj.Bfor a safejump without any delays. 4[M]: Whiff a 2A, hold 9, and meaty withj.Bfor a safejump without any delays. j.[M]: Whiff a normal throw, hold 9, and meaty withj.Bfor a safejump. Requires an estimated 1-2f of total delay (needs further testing). 4[S]: Roll, hold 8, and meaty withj.Bfor a safejump. Requires an estimated 2-4f of total delay (needs further testing). j.M: Safejump possible, but no known setup. 5[M]OTG: Safejump possible, but no known setup." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Frame_Data", "title": "Brawler", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Universal_Strategy", "title": "Universal Strategy", "section": "Punish", "text": "Sometimes \"Punish\" will appear on the HUD. This means that a character was hit during the recovery of their attack. Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block; this is known asframe advantage/disadvantage. An attack that is -11 on block means that the defender can use an attack that has startup 11 frames or faster to punish the opponent. Of course just because an attack is fast enough does not mean it can reach the opponent, so knowledge and practice are still necessary, even when a player knows the numbers! While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning mid-match. Did you actually punish the opponent's attack or were they just not blocking? Now you can know for sure." }, { "url": "https://www.dustloop.com/w/DNFD/Universal_Strategy", "title": "Universal Strategy", "section": "Reversal", "text": "Reversalis a term used to refer to either performing an action on the first possible frame after recovery or actions that would be used in such a context, such as moves with invincibility during startup. The HUD displays the word \"Reversal\" when performing a move immediately after recovering from blockstun, hitstun, or knockdown. This message is useful to tell when an attack was performed as fast as possible." }, { "url": "https://www.dustloop.com/w/DNFD/Universal_Strategy", "title": "Universal Strategy", "section": "Frame Advantage", "text": "Frame advantage is the concept of who is free to act first after an interaction. This is most commonly brought up after blocking an attack; who can act first - the attacker or defender? A negative value on block means the defender can act first, and a positive value means the attacker can act first. The value shows exactly how many frames one character can move before the other. For example: If a move is -5 on block, it means the defender is free to move 5 frames before the attacker. If a move is +2 on block. it means the attacker can move 2 frames before the defender. Each character's Frame Data subpage shows both the frame advantage when an attack is blocked. Air attacks don't have frame advantage listed since that value is varaiable and is heavily influenced by when the attacker lands after an attack. Frame advantage assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. Hitting an attack later into its active frames is called making the move \"meaty\". Read more about using frame datahere." }, { "url": "https://www.dustloop.com/w/DNFD/Universal_Strategy", "title": "Universal Strategy", "section": "Running Momentum", "text": "Performing actions while running will carry some momentum from the run into followup action. This is a potent way to give attacks more range and make jumps move further, especially because this can used a frame immediately after starting a run. The run can even bebufferedand immediately cancel into a followup action to gain running momentum without even running for a single frame!" }, { "url": "https://www.dustloop.com/w/DNFD/Universal_Strategy", "title": "Universal Strategy", "section": "Advanced Input", "text": "Hold an attack button to repeat the button input every frame for up to 3 frames (speculated). This will make difficult links are easier to do -- hold the button a little early and that 1F link usually becomes a 3F link! Inputting a run within 3F (speculated) of returning to neutral (such as during an attack's recovery, during blockstun, on wakeup, etc.) will also have the same effect; regardless of any directional inputs after that, your character will begin running as soon as recovery ends! The same principle can be applied to backdash and airdashes. Advanced Input makes timing things as fast as possible easier, and is even better when buffering both an attack and a run. The attack will activate as soon as possible while sliding forward! This technique is useful for linking together combos as well as punishing things after blocking. In fact, some combos rely on Advanced Input to work." }, { "url": "https://www.dustloop.com/w/DNFD/Universal_Strategy", "title": "Universal Strategy", "section": "Super Flash Buffer", "text": "Some attacks briefly pause the game to make the startup of the attack more dramatic. This is known as Super Flash or Super Freeze. When the opponent does an attack with super flash, commands inputted during super flash will be executed immediately after super flash ends. Players often use this to execute an invincible attack (623M) to counter the opponent's super. This is because supers usually have a bit of startup even AFTER the super flash, which allows the defender to input an attack of their own risk-free! Attacks with super flash list their startup values as:startup pre-flash + (super flash duration) + startup post-flash Ex: an attack with startup 5+(90 Flash)+5 has 5 frames of startup, then 90F super flash, then hits the opponent after 5 more frames for a total of 10 frames of startup. Some attacks are special: they have no additional startup after the super flash. Super Flash Buffer is useless against these attacks - you can think of the superflash as just a formality, the attack has already become active! Grappler'sAwakening SkillGuardMidStartup5+0RecoveryAdvantageis a prime example of this; you must already have some way to avoid the throw BEFORE the super flash or else it will be too late. You can identify such attacks in the frame data by looking at theirstartup post-flash, which should be 0." }, { "url": "https://www.dustloop.com/w/DNFD/Crusader/Frame_Data", "title": "Crusader", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple Midrange Combo Close Range Combo Basic Corner Combo" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Universal All Positions Mid Range Combo", "text": "Chain Starter >5S>214M\\236MThis combo has multiple uses, it is either for: When you are out of range for2S or when you would like to confirm5Sinto214MGuardMidStartup16Recovery35Advantage-26on hit or5MGuardMidStartup18Recovery10Advantage+18~AGuardMidStartup68 after 5MRecovery-Advantage+18on block to not commit to2S This combo is not ideal but will need to be used due to the pushback on Dragon Knight's blockstrings. Strings such as Mid range5B>2B>2Swill whiff on block, but connect on hit, so instead of committing to the opponent getting hit, you can replace2Swith5S. Use236MGuardMidStartup20Recovery24Advantage-8for an even greater amount of safety, as this does not need to be hit confirmed to stay safe on block, unlike214M, which is easily punishable on block. This combo also gives the same oki asthis one linked below This combo consumes 50 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Universal All Positions Close Range Combo", "text": "Chain Starter >2S>4S>214MThis combo is good due to it being available from all chains, such as2A>2A>2Bat all screen positions, and costing a low amount of Mana. The general chain structure to follow with comboing and pressure is: (Astarter >5B> dl.2B). A string like this works great as ahit confirmTo perform the first hit of a combo, and performing follow up attacks if the first hit successfully hits the opponent., due to it being able to also go into5SGuardMidStartup14Recovery26Advantage-8>5MGuardMidStartup18Recovery10Advantage+18as a safepressureTo attack the opponent continuously and leave little room for counter attacks.ender if the opponent blocks, and due to the delay cancel on theBnormals being able to catch opponents mashing. Starting fromAnormals is benificial due to it having the most cancel options on pressure. This combo also grants asafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.after the214MGuardMidStartup16Recovery35Advantage-26using a buffered forward jump > delayj.BGuardHighStartup12Recovery23 + 3 LandingAdvantage-8~+15at all screen positions. Or even granting betterokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.with5MGuardMidStartup18Recovery10Advantage+18~AGuardMidStartup68 after 5MRecovery-Advantage+18instead of a safe jump, but be wary, as this setup does not coverDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.s This combo consumes 50 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Universal Starter Corner Combo", "text": "Chain Starter >2S>4S>5M~S>5B>4S>4S>214MThis combo showcases an easy and short variant of her corner loops which are her bread and butter for optimal damage. You can lead into this route from any hit as long as you are in range for2S. If you are not getting the Astra follow up after4S, make sure to press the buttons one after another and not at the same time. Like previous combos, this route also grants safe jump after214Mender. This combo consumes 50 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character Corner Carry BNB Air to Air BNB j.SStarter Combo More Optimal Corner Combo Less Optimal Corner Combo" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Any Position Universal Starter Corner Carry BNB", "text": "Chain Starter >2S>5M~B> 66 >5B>2S>4S> (5M~Bhit)This combo is amazing as it grants Dragon Knight some of the best corner carry in the game due to the Hard Knockdown with5M~B, which gives Dragon Knight enough time to run all the way over to the opposite side of the screen to start her pressure. Finish with2S>4S>214Mfor extra damage but less oki. This combo works from any chain, even the most scaled ones such as2A>2A>5B. Any chain into2Bwill require a deeper dash-in and not work withAnormals due to the range. Some chains may be a little harder to execute than others due to the amount of time before the opponent techs varies based on starter, such as how starting with2Awill make the opponent tech out faster than if you started with5B. This combo also goes intothis combo linked belowbut can only be done when starting the combo at the middle of the screen. Instead of ending the combo at (5M~Bhit), continue with5[S]into4S. Based on what starter you used with this combo, you may only get one or two loops of5M~S>5B>5[S]>5[S] This combo consumes 80 Mana 5B>2S>4S>5M~B>5B>2S>4S(5M~Bhit) > dl.5[S]This combo is more optimal than the one before it but requires a specific starter and screen position, you will also only get one rep of5M~S>5B>5[S]>5[S]if you choose to extend in the corner. This combo consumes 80 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Any Position Air to Air BNB", "text": "Air Hitj.B>j.S> delayj.M>j.6M> fallingj.B> 9 jump >j.A>j.B>j.SA great air to air combo, as it grants a knockdown on hit and gives enough time for Dragon Knight to meaty the opponent. This combo assumes that you catch the opponent at the top of their jump in. A jump backj.Bmight be more consistent than a jump forwardj.Bas it will be harder for you to be hit out of your air normal by the opponent. This combo is usually better than using an anti air2Sas it is not as situational for it to connect and hit the opponent out of their air normal. This combo consumes 15 Mana. Air Hitj.B>j.S> delayj.M>j.6M> fallingj.B>5B>2S> delay4S> delay214MSlightly more damage than the previous one, at the cost of slightly more mana. provides214Moki. This combo consumes 20 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Any Position j.S Starter", "text": "j.S> delayj.M>j.6M> fallingj.B> slight delay2S>5M~B> 66 >5B>2S>4S(5M~Bhit) (if in corner) dl.5[S]This combo provides a similar situation asthis combo linked hereexcept you can not do the5M~S>5B>5[S]>5[S]loops at all. j.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4is an amazing neutral tool as it can be used at almost all ranges and provides very many ways to bait your opponent into punishing it due to it being able to whiff cancel intoj.MGuardMidStartup29Recovery-Advantage-to stay safe or to even try throwing out anotherj.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4. All in all, one of your primary neutral tools. This combo assumes you are doingj.Sdecently close to the ground. This combo consumes 125 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Corner Chain Starter", "text": "Chain Starter >2S>4S>5M~S>5B>5[S]> dl.5[S]>4S>5M~S>5B>5[S]>5[S]>4S>214MThis combo is the highest damaging corner combo, but cannot be easily confirmed into raw, it is possible to convert into5M~S>5B>5[S]> dl.5[S]loops from other combos on this page, check those pages for that information. Any chain can lead into this combo, even starters such as2A>2A>5Bwill work. But the amount of delays will need to change based on how high the opponent launches when being hit by this combo. This combo requires 70 Mana to do. You can add another loop of5M~S>5B>5[S]> dl.5[S]if you start with a raw5Bwith no jump in beforehand. This version requires 120 meter. Chain starter>2S>5M~B> 66 >5B>2S> delayed4S> (5M~Bhit) >4S>5M~S>5B>5[S]> (5M~Shit) >5[S](delay if needed) >4S>214Mif you have the mana to spare and are near roundstart position you can opt into this route for even more damage as it leads directly into5M~Sloops. If you start this route with5Band have at least 140 mana you can repeat the final loop again with another5B>5[S]> (5M~Shit) >5[S](delay if needed) >4Sinstead of going straight into214Mender. Not very advised however as you will have no mana after for pressure, but it's good to know in case you are in awakening/the enemy would die with the last loop. This combo consumes 80 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "4SCombo Loops In The Corner", "text": "Chain starter >2S>4S>5M~S>5B>5[S]> delayed4S> (5M~Shit) >4S> [5M~S>4S> (5M~Shit) >4S]x2 >214MAlternative routing using Astra S loops. Reason why this combo is easier is because unlike the one above which uses multiple manually timed5[S], this one has only one timed delay in it (the second4S) and rest is auto timed. This route does less damage unless you can do the loops at least 4 times (including the first5M~Swhere you first use5[S]), but those are only available in awakening and require 200 mana. However its much easier to do and more consistent across the entire cast. The key to setting these loops is to delay the second4Sjust enough to get the initial Astra hit (the blue shockwave) hit the opponent in the air. After that you can mash4Swithout needing to time anything. This combo requires 170 MP, however ending the combo after the second loop is much cheaper, costing around 100 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "Corner 1000 damage ToD DP punish", "text": "236MCH > Conversion > 66 >2S>5M~S> delayed5[S]>4S> [5M~S>4S>4S]x3 >214M>ASSurprisingly more viable ToD than you'd think. In majority of your matches you will not need to kill them with one combo, but this route shows you the sheer damage potential Dragon Knight has and how her optimal Awakening punishes look like. The main idea here are the 4 Astra5M~S>4Sloops. They deal incredible damage and are very easy to do. The hard part comes from the beginning and the ending. At the beginning you need to properly time your5[S]to hit them as high as possible. At the end the final214Mmight not always land because they ended too high up after the final4S. Few delays are necessary throughout the combo to make sure they don't end up too high. Few notes. This combo does inconsistent damage (on Dragon Knight this can do 1003 damage for example). This is because Astra5M~S, for reasons unknown, sometimes does not do all of its damage. This combo requires Conversion to start. You will get white health after blocking DP, but not against Kunoichi as her DP should be rolled through. This combo consumes 200 Mana, Awakening and Awakening Super. Chain starter or236Mor5[S]> [Conversion > 66 (if started with236Mor5[S])] >5B>2S>4S>5M~S> delayed5[S]>4S> [5M~S>4S>4S]x3>ASYou can go into this route from pretty much any bigger starter, no need for conversion or counter hit either (video showcases DP punish to show its still possible). The core ideas of the route are the same. 4 Astra loops, big damage, but this time very consistent and does around 900 damage. You omit the final214Mand go straight intoAS. This must be done as low to the ground as possible, otherwise it will whiff on smaller characters. This combo consumes 200 Mana, Awakening and Awakening Super." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Combos", "title": "Dragon Knight", "section": "j.B>j.Scorner confirm", "text": "214Mender > safejump >j.B>j.S>j.M>j.A>j.B> landing6S>j.S>2S>4S>214MIn niche situations where pressuring after your knockdown might be too dangerous so you would right disengage with j.S, but it ends up hitting. Example of these situations: You have very little MP to pressure with Enemy has dangerous Awakening (such as Hitman) You conditioned them hard enough to get hit by j.B safejump There are no delays in this combo, do everything as quickly as you can. This combo consumes around 30-50 Mana." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Overview", "text": "Striker is a martial-artist rushdown character who specializes in getting close to her opponent and tearing them to shreds. In exchange for having zero long-range capability, Striker has arguably the best close-range scrapping capability in the game. Much of Striker's gameplan is centered around her unique passive: Free Chain. This passive allows Striker to chain any of her normals together in any order instead of the usual ascending>>. The only limitations on this is that Striker cannot chain into a normal that has already been used in the current sequence. Players familiar with similar mechanics in other fighting games may realize that this is an incredible advantage to have, as it makes Striker's blockstrings and combo game very strong overall. Once Striker closes the gap against her enemies, she can launch into lengthy blockstrings. Moves like2A,5S, and4Shold her opponents in place while she slowly chips away at their guard. Ending a blockstring withj.Sallows Striker to reverse-beat out of it to continue the pressure, whileOne Inch PunchGuardAllStartup29Recovery13Advantage+4is both plus on block and a natural frametrap. Striker's long blockstrings can force a guard break if the opponent is not careful, so knowing when and where to Guard Cancel is a must against her. Once she manages to get a combo, Striker's damage is very high and she has great corner carry, which makes her offense very rewarding overall. Striker's main weakness is actually getting in against her opponents. While certain characters may want to scrap it out up close, others will keep their distance and try to zone Striker out. Thankfully, Striker's mobility is very high thanks to her fast run speed and advancing normals like2B, and the threat she puts on the opponent at close range makes her very frightening once she's finally closed the gap. Strikeris classified as aMeleeHas moves that are considerably short-ranged, but has many offensive options including mids.type. She has many easy to use moves that are limited by their short range. She has access to many advancing moves to approach the opponent, and once in, she can uniquely pressure opponents with her special-to-normal cancels. Reverse Beat:Striker ignores the typical chaining structure of the game. She can chain from heavier to lighter buttons and all herMPskills cancel into each other, giving her more freeform, unpredictable offense compared to other characters. Divekick:j.Sis an excellent divekick. It's plus if blocked below the waist and chains intoj.Amultiple times for strong overhead pressure, while also functioning as a safejump. Guard Bar Pressure:Striker's long blockstrings heavily damage the opponent's guard bar, with some strings depleting the opponent's guard altogether. Mobility:Striker is naturally quite fast and has a plethora of advancing normals that make her hard to pin down and amazing at whiff punishing. Corner Carry:Striker's combos result in a lot of corner carry, able to easily go from corner to corner in a single combo. High Damage Potential:Her strong guard bar pressure naturally transitions into high damage upon guard break, which can make Striker very threatening once she begins her offense. Cancelable Reversal on Contact:Striker is the only character in the game who can, on contact, cancel their invincible reversal into otherMPmoves outside of awakening, preventing characters from getting their most damaging punishes from baiting her DP and keeping herself safe. Inconsistent Reversal:Striker's623Mhas less than average horizontal reach and can whiff against disjointed moves." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Unique Mechanics", "text": "Striker's chain options are extremely unique compared to every other character in the game. She is able to cancel her,, andattacks into each other in any order she chooses, including reverse order, as long as the attack hasn't already been used in the chain. This works almost identically to the \"Reverse BeatThe ability to ignore the typical Light > Medium > Heavy sequence of buttons, i.e. cancelling a medium attack into a light attack. It allows for a bit more freeform offense since riskier heavy moves can be cancelled into safer light or medium moves.\" mechanic seen in some other fighting games. It also has the same usages as those other games, in being able towhiffAn attack that completely misses the opponent, such as when the opponent is out of range of the attack.normals that have short durations after \"re-beating\" to them, to effectively cut the longer recoveries on other moves and improve frame advantage. This can allow her to be safe on block on almost everything she does, and even create many strong pressure reset opportunities versus some characters. In addition to this, Striker can also freely chain any of her MP skills into each other, as long as she has the mana to spend. In this instance it has no restrictions except for that it's within MP skills only, but allowing you to use the same MP skill multiple times in one cancel string if you so choose. Awakening Effect: activates when entering Awakening mode at 30% HP or less. Awakening Effect: activates when entering Awakening mode at 50% HP or less." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "5A", "text": "Standard jab, also the fastest one in the game. Used more for reverse beats than on its own due to its short range, but makes a decent tick throw spot." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "5AA", "text": "Shares5A‘s poor reach but is pretty safe." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "5B", "text": "Good button to hit confirm with and her main tool for picking up afterj.Sin a combo. Above average framedata in exchange for below average reach. Maintains running momentum, making it reach a bit farther. This helps when picking up from a counterhit236M, for example." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "2A", "text": "Striker’s primary pressure tool.5Adoesn’t hit low, making2Athe preferred button to start strings and5Athe preferred button to save for reverse beats. Chains into itself up to 3 times." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "2B", "text": "Striker’s slide is a great way for her to stay close and use her shorter-reaching Skills and MP Skills. Very minus on block, so cancel it to stay safe. This normal also confirms from almost any normal and leaves opponents airborne, allowing for easy combo extensions. A good starter on its own, it also has the ability to low profile under many moves, such as bothRanger's5BGuardMidStartup16Recovery28Advantage-12~-4,Troubleshooter's5BGuardAllStartup12Recovery20Advantage-7, andVanguard's5AGuardMidStartup9Recovery18Advantage-1." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "j.A", "text": "It's like5A, but in the air. Would be an excellent air-to-air in any other game, but here it is instead most useful as a mixup tool, due to Striker's reverse beats. Depending on how highj.Shits, Striker can get up to three of these in a single sequence." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "j.B", "text": "Decently fast air to air, but short range compared to most of the cast. Striker's main button to go intoj.Sin a combo. The angle makes this move a good jump in attack. It can also be chained to duringj.Smixups instead ofj.Ato land and go low due to the long startup. Can cross up." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Throw", "text": "A+B" }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Tiger Chain Strike", "text": "5S A forward advancing shoulder strike primarily used as combo filler or in blockstrings. On hit, opponents become airborne. Cancels into6Sto extend combos." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Tiger Chain Bash", "text": "Safter Tiger Chain Strike A two-hit move starting with an elbow strike followed by a backhand fist that serves as an easy confirm from5S. Launches the opponent away and upwards, allowing for easy juggles in the corner. Can be cancelled into after5Seven on whiff. Jump cancelable on hit, allowing forj.Sorj.Mto combo." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Muse's Uppercut", "text": "2S Uppercut with good vertical reach that also moves her forward slightly. Striker's main tool to get an air combo going, so get ready toj.S. Amusingly,2S>j.Scan loop into itself up to three times even with a2Bstarter, though she will have toj.Bon the fourth rep beforej.Sdue to scaling. While sounding impractical, this is actually a decently high damage combo for being very easy to execute. Jump cancellable on hit only." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Crushing Fist", "text": "6S A forward advancing punch that covers a decent amount of distance and allows for a good hit confirm and combo extension. Can be cancelled on both whiff or startup intoMSmoves, giving Striker a massive lunging attack that can be used to whiff punish or get in on the opponent from very far away, complimenting her strong air approaches withj.S. Keeps opponents airborne, allowing follow ups with any attack. Greatly extended hitstun on counterhit allows for214Mto connect on cancel." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Low Kick", "text": "4SLow attack. Must be guarded crouchingCan hit a knocked down opponent off the ground Low attack that's more used as combo and blockstring filler than actually opening people up. Hits opponents OTG. If it hits an airborne opponent, it keeps them airborne." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Air Walk", "text": "j.SCan hit a knocked down opponent off the ground The star of the show. A divekick with incredible frame data. Extremely fast, aggressively angled, sweep whiff punisher supreme. Easily Striker's most threatening normal and the foundation of her gameplan. Striker can reverse beat out of her divekick, giving her tricky high/low mixups whenever she jumps.j.Ais her high option, whilej.Bwhiff into low is her low option. Striker can alsoj.A> land >5Ato begin a lengthy pressure sequence which can potentially force a guard break if she has enough mana. Either way, this move is extremely good in okizeme situations and makes Striker's offense loopable. Hits opponents OTG. In the corner, after any ender that grants a hard knockdown (usually214M), doing anotherj.Safter this OTG leads to a safejump. Can extend combos with both5Band5M, allowing for combos that can go from corner to corner. High hitstun on counter hit allows for an easy combo conversion. Plummets on air hit" }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Shadowless Kick", "text": "5MFirst kick must be guarded crouchingFirst kick hits knocked down opponents off the ground A 3-hit spinning kick that is safe on block and allows for extended combos and pressure when cancelled. This is her fastestMPmove so this is Striker's main frametrap tool to catch mashers with stagger pressure. First hit is alowthat can hitOTGThe act of hitting the opponent when they are knocked down. Short for \"off the ground\" or \"on the ground.\"and keep opponents grounded. Second and third hits are mids make the opponent airborne. Third hit can be jump-canceled." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Rising Fist", "text": "2Mor623MTemporarily fully invincible Uppercut style invincible reversal that has good utility to make up for its very poor horizontal reach. The move is very safe to use on block if Striker has enough MP to cancel intoMSmoves, which steals her turn back. Can be cancelled early in the animation into grounded MP moves. Only invulnerable early in the animation High vertical reach helps catch bait attempts Keeps horizontal momentum when running, allowing Striker to have a forward advancingDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.if you want to call out the opponent. reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Mountain Pusher", "text": "6Mor236MTemporarily invincible against projectile property attacks Far reaching shoulder tackle that is good for approaching in neutral but can be snuffed out by normals due to its longer startup. On hit, pushes opponents far away, making this an excellent tool for corner carry. Can be dash canceled on hit Projectile invulnerable during the action. High damage combo starter on counter hit due to high wallbounce Launches on hit Additionally wall bounces on CH" }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "One Inch Punch", "text": "4Mor214MInflicts hard knockdown on hit Striker’s ideal combo ender. The hard knockdown gives her a safejump that she can opt for all sorts of high/low mixups during usingj.S. On counterhit, is her strongest combo starter and highest damage special move, making it an exceptional powerful frametrap option. This move is best done when cancelled from the first hit of5Mor counterhit6Sto give a high damage combo starter. Midscreen, this move allows for a microdash OTG4Spickup. This works from various starters followed by2S. Can be dash canceled Wallbounces into a hard knockdown on an airborne opponent. Puts the opponent into a crumple state when hit standing/crouching. Midscreen, it forces a hard knockdown on an air opponent. Wall bounces on air hit" }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Tornado Kick", "text": "j.MForces a hard knockdown against airborne opponents A 3 hit spinning kick that is her only airborne MP move . This move is very safe to use in the air as Striker can act with an air normal right after it's used. This move grants a long enough knockdown to doj.Sin the corner, allowing her to do anotherj.Swhen she lands, which leads to mixups. This move also hits all around her, not just in front of her, making it safe in crossup situations. If done atIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.height, it gives Striker just enough plus frames to make a micro dash5Agapless on block." }, { "url": "https://www.dustloop.com/w/DNFD/Striker", "title": "Striker", "section": "Empress's Climactic Fist", "text": "ASCan hit a knocked down opponent off the ground Awakening Flash freezes the game for 75 frames (1.2525 seconds) starting at Frame 3." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Overview", "text": "Monk is a close range bruiser with strong mixups and high damage, able to open up an opponent easily with an abundance of overhead attacks that put them into true 50/50 scenarios. Monk has tricky ways to get in on his opponent and make them pay for trying to press against him. His6Sand4Sserve as useful movement and neutral options with their projectile and strike invulnerability, respectively. He can use followups like6S~Ato force his way in against projectiles, or6S~Sto gain the advantage on block to start his offense. He can even can call out abare options with the armored overhead4S~Mto launch the opponent into a combo for massive damage. Combined with hisj.S, which can be used as an instant overhead that he can convert into damage and corner carry, Monk is a very scary opponent to be standing close to. When he finally makes the opponent start blocking, Monk becomes truly unmatched with his ability to open them up. He can take plus frames with5AAand force his opponents into a guessing game with5B, as the 2nd hit is an overhead but the 1st hit can be canceled into the low hitting2B. However, Monk must take into account the height of his opponent, as5B's 1st hit can whiff on small crouching characters, making the mixup much less threatening and leaving a gap for them to escape with a roll or a DP. With Gold Cube Awakening, Monk gains the ability to cancel his Skills into4Sand6Sunder any condition. This makes his neutral presence far more unpredictable and difficult to lock down, and he can cancel these sways into each other repeatedly, constantly mixing up his movement and follow-ups. Monkis classified as aMeleeHas moves that are considerably short-ranged, but has many offensive options including mids.type. While short ranged, he has tricky evasive movement and devastating damage. Standing Overheads: Monk is the only character in the game with access to standing overheads, one of which is also an armored launcher that starts some of his highest damage routes. Big Damage: Monk has a lot of strong combos and starters that can melt the opponent's health bar in seconds, no matter what Awakening he chooses. Snowball: With Monk's plethora of plus frames to steal his turn, mixups, and threat of big damage, Monk can swing the game back into his favour very quickly. No True Reversal: HisDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.is armored rather than invulnerable, which loses to lows and throws. Because it's also considered a reversal, he can't cancel it with Conversion like most armored moves. Furthermore, the strike invulnerability on4Sdoesn't start until frame 3. Close Range: Outside ofj.S, Monk has very limited range and cannot occupy screen space without taking some risks." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Unique Mechanics", "text": "Awakening Effect: activates when entering Awakening mode at 30% HP or less. Allows all normals & Skills to be canceled intoDucking DashGuardAllStartup1Recovery10AdvantageorSwayGuardAllStartup3Recovery10Advantageeven if they whiff.MP Skills can also be canceled withDucking DashGuardAllStartup1Recovery10AdvantageorSwayGuardAllStartup3Recovery10Advantageon hit and block.Increasess Damage inflicted when landing attacks.Increases MP recovery speed. Awakening Effect: activates when entering Awakening mode at 50% HP or less. Increasess Damage inflicted when landing attacks.Increases Defense.Increases Movement Speed." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "5A", "text": "Standard jab to begin pressure with. Can whiff on crouching or smaller characters at further ranges." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "5AA", "text": "Two punches that leave Monk with advantage on block, allowing him to restart his pressure, set up a frame trap, or go for a mixup." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "5B", "text": "First hit whiffs on crouching or smaller characters, and the second hit is an overhead that hits on frame 20. Monk can frame trap into this from his jab if the first hit whiffs." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "2A", "text": "Monk's fastest normal. Useful for fast punishes, stealing back your turn, or continuing offense after resetting with plus frames." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "2B", "text": "Monk's only low. Launches on hit and is good for picking up juggles into5S. Can be used as a mixup option if the opponent is expecting to stand block the second hit of5B." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "j.A", "text": "A quick one-two punch. Monk's best air-to-air option that also serves as combo filler." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "j.B", "text": "Combo filler. Monk has better choices for air options in all other situations." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Throw", "text": "A+B" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Backwards Dodge", "text": "4G" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Heavenly Combination", "text": "5S,5SS,5SSS Rekka series with wide cancel windows for staggering. Typically used to pick up a juggle into some good corner carry distance. Cancel Options:6S,4S,MP Skills" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Second Upper", "text": "2S Corner juggle combo tool and occasional anti-air. Either hit is special cancellable. Only the second hit is jump cancellable." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Ducking Dash", "text": "6STemporarily invincible against projectile property attacks An advancing duck with follow-up attacks. Allows Monk to maneuver past projectiles." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Ducking Straight", "text": "6S~ATemporarily invincible against projectile property attacks Used for picking up combos from far launches (such as from4S~M) into corner carry routes. Has at least 10 additional startup frames fromDucking DashGuardAllStartup1Recovery10Advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Ducking Upper", "text": "6S~BTemporarily invincible against projectile property attacks Generally only used to jump cancel in combo routes, or to catch an opponent who is attempting to jump out against Ducking Dash. Has at least 10 additional startup frames fromDucking DashGuardAllStartup1Recovery10Advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Ducking Body Blow", "text": "6S~STemporarily invincible against projectile property attacks Slower startup than the other Ducking follow-ups but great for resetting pressure thanks to being naturally plus on block and cancellable into4S. Useful in pressure after conditioning the opponent to block, letting Monk perform frame trap setups with4S>6S~Aor go for more layered options. 6S~Salso has a lot of hitstun and untechable time, making it useful in combos (especially juggling in the corner with Gold Cube). Has at least 10 additional startup frames fromDucking DashGuardAllStartup1Recovery10Advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Sway", "text": "4STemporarily invincible against attack attacks except throws A backwards sway that grants Monk invulnerability against strikes on frame 3." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Skywind", "text": "j.SOverhead attack. Must be guarded standing Monk's main mixup tool in neutral. It has long reach and jails intoj.MS, which Monk can then4Sout of to escape on block while being able to easily hit-confirm into huge damage and corner carry. Second hit vacuums and only activates on block or hit." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Big Bang Punch", "text": "5MSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening movesTemporarily invincible against projectile property attacksInflicts hard knockdown on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Corkscrew Blow", "text": "2Mor623MSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening movesThe tornado is a projectile." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Atomic Chopper", "text": "6Mor236MCan hit a knocked down opponent off the groundInflicts hard knockdown on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Gatling Punch", "text": "4Mor214MCan hit a knocked down opponent off the groundInflicts hard knockdown on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Demolition Punch", "text": "6S~MTemporarily invincible against projectile property attacks A projectile invincible follow-up for when the dash's invincibility isn't enough. Amazing against projectiles that stay in front of the user and are incredibly active (i.e. Inquisitor's Burning Wheel and Swift Master's Vortex Hurricane). Has at least 10 additional startup frames fromDucking DashGuardAllStartup1Recovery10Advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Chopping Hammer", "text": "4S~MSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening movesOverhead attack. Must be guarded standingInflicts hard knockdown on hitCan hit a knocked down opponent off the groundThe shockwave is a projectile. An armored overhead OTG launcher that also forces a hard knockdown. Used for whiff punishing from Sway, for mixups, and an all-around amazing combo tool, especially in the corner. Has at least 5 additional startup frames fromSwayGuardAllStartup3Recovery10Advantage." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Big Bang Punch (Air)", "text": "j.MCan hit a knocked down opponent off the groundInflicts hard knockdown on hit j.Mis a standard divekick-type attack that knocks down and can hit OTG to pick up combos, especially in the corner. Since it leaves Monk grounded, he can cancel the recovery into4S~Mto OTG into a combo, which is easily done by confirmingj.S(2) intoj.M. Should the opponent blockj.M, cancelling into4Swill almost always leave Monk safe on block. Does not combo fromj.S(1) unless around falling height." }, { "url": "https://www.dustloop.com/w/DNFD/Monk", "title": "Monk", "section": "Execution of Justice: Holy See of Lemidios", "text": "AS Tremendous vertical reach, striking almost all the way up to the ceiling. Notably, the horizontal hitbox is narrow enough that4S~M>ASin the corner as a combo ender doesn't work against smaller characters in the cast." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Strategy", "title": "Nen Master", "section": "Mixups", "text": "Conversion mixups listed further down" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree. Majority of notes is made by Cow from DNF Discord; if there are disagreements with current notes, please reach out to have a discussion Would appreciate people adding colours to the notations (and movecards for first mentions) Matchup Notes currently being updated for Patch 1.09 Notes are made under the assumption that the Ranger (RNG) is aware of how to play the character at a higher level. This includes the moveset of RNG, the importance of grenade setup, how to implement grenade into pressure and how to do the 150MP guard breaks from grenade setup. Without this information, MUs become harder since certain weakensses of characters are unable to be exploited. A short checklist to determine the difficulty of a MU is listed below: How well do they use conversion to play neutral? How well can they deal with backdash? Can they easily deal with Ranger's midrange? Is their GC far range? How is their defense against grenade setup? How easy is it for RNG to deal with their offense? Do they have unique approach options against RNG zoning? Can they play around Awakening? Do they deny conversion well?" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Berserker", "text": "Berserker (BRZ) is a character is reliant on Frenzy buff5MGuardMidStartup17RecoveryAdvantage+3to get his neutral gameplan started. With 5M, BRZ is able to gain speed, better hitboxes and consistent access to conversion. RNG is one of the characters who can prevent BRZ from entering Frenzy state from fullscreen, so he often plays the MU as a zoner. If BRZ makes a big enough mistake trying to approach, RNG can force him to corner and abuse BRZ's bad defensive options However, BRZ does have counter options against Ranger zoning through6SSGuardMidStartup15RecoveryAdvantage-5and6SSCV, which enables BRZ to get in Frenzy while protected from projectiles. In addition, with better MP regen routes and an Awakening passive that doesn't hurt his combo routes, BRZ only needs one solid read in the neutral to completely eliminate Ranger. (To be edited) Without 5M, BRZ's tools are limited to using2BGuardLowStartup16RecoveryAdvantage-5to low profile RNG 5B,6SGuardMidStartup15RecoveryAdvantage-5to create a wall to eat RNG projectiles,6SSGuardMidStartupRecoveryAdvantage-5to contest full screen zoning,j.2SGuardMidStartup16Recovery35Advantage-to punish jumped zoning midscreen andj.MGuardHigh, MidStartup27RecoveryAdvantage+4to force himself in if it activates. However, each of these tools have counterplay from the RNG side without much commitment. In addition, any time BRZ tries to sneak in a 5M fullscreen, RNG can snipe it with a 5A. Even if RNG fails to punish 5M, BRZ still needs to approach while consistently taking white life damage, meaning RNG is effectively dealing chip already, meaning he can focus on reactionary zoning instead. If BRZ is able to get in, finding when to escape BRZ pressure can be scary. BRZ is a character that can easily two-touch RNG, especially if he blocks RNG 2M. It's up to the RNG to find points when BRZ is going for pressure resets, mix and when is the best time to GC. While BRZ constantly has white life, there are points when he will choose to use MP to extend pressure; these are the points that are best to GC since he will be less likely to conversion while using MP. Knowing spacing to challenge f2B(1w) with 7 jB is also important; while you won't get much damage, it strips BRZ of 5M, forcing him to find another time to reapply it. Roll is also an option against f2B(1w); while grabbing is not a punish, it's less commital than 7 jB since you can react to f2B(1w) instead of hard commiting On terms of BRZ defense, his GC is very short horizontally, making him vunerable to various long range guard break sequences. In addition, his 2M takes so long that any non-immediate reversal attempt will be punished by grenade. BRZ also doesn't have a strong punish to 4M in pressure unless he is in 5M state. His 2B is good to contest RNG ranged pressure, but even on hit after grenade setup, BRZ would still have to worry about the grenade since his only option to ignore grenade is jM. Overall, RNG is advantaged in the MU. BRZ is forced to play without 5M for most of neutral, meaning he is without his stronger options. His offense is still strong as ever, but has trouble starting offense. On defense, his options are sorely lacking. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "While Ranger Use5Ato interrupt5M(Frenzy); BRZ with5Mbuff gains access tof5M(tornado) and much faster movement Possible to low profile6S(Gore Cross) with2Sor trade it with jS; useful if he tries to5Mbehind6Sor spams6SS If BRZ jumps, jump backwards and jBx4; jumping back will make his air to airs whiff, causing him to hopelessly land onto the wall If the BRZ jumps, use5Mto AA it; he can delay his air momenteum with jM, but5Mis active enough to cover it BRZ2Blow profiles5B; keep this in mind in the midrange and create space accordingly or use2Binstead" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "When blocked, RNG6SScan always be punished by BRZ2M When grenade is set in corner, BRZ DP always gets punished 2Sgets low crushed by BRZ4S BRZ doesn't have a good punish to2S214Moutside of Frenzy BRZ DP can be meatied by both2Aand5Ssafely after grenade setup and throw" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "Rely on2Mless when in block pressure; BRZ is usually at the range where2Mis punishable on hit Extremely hard to mash in BRZ pressure; rely on GC to get out Main escape is when BRZ whiffs Frenzy2B(1); jump forward and punish with jB or roll to get in DP/ grab range GC is risky when used if BRZ has white life; wait until he uses a MP skill since they are less likely to conversion after spending MP BRZ throw is only +2; can't actually meaty so 9 jB can be useful when in corner" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Crusader", "text": "Crusader (CRU) is a slow, but bulky mid-to-close range fighter with a variety of tools to force himself in his ideal range. Some of these options include a large rangearmored reversalGuardMidStartup15RecoveryAdvantage-30, acounterGuardMidStartup3Recovery40Advantagefor non-low physical moves, aprojectile invincible dash attackGuardMidStartup15Recovery64Advantage-14, andseveralGuardMidStartup20RecoveryAdvantage-6highGuardMidStartup22RecoveryTotal 45Advantage+12priorityGuardMidStartup15RecoveryUntil landing+15AdvantageprojectilesGuardMidStartup200RecoveryAdvantage. Once he is close up, he threatens strong strike/ throw with a +3 on block2A (not a low)GuardMidStartup7Recovery18Advantage+1and can easily steal games with hisinstallGuardMidStartup22RecoveryAdvantage-8. In spite of all his options, RNG is able to keep CRU out for the most part and forces CRU to spend MP unwisely, leading to a death by papercuts. Crusader is the only character in the game who cannot crouch under RNG's5AAat all, which means RNG can abuse it. This means that RNG can shut down most of CRU's air options by taking away the option to jump. However, it should be noted that if both bullets are blocked by CRU, 5AA 5B catches CRU jump, but if only 5AA(2) is blocked, CRU can punish 5AA 5B with jM. However, presenting this opportunity can be a trap as RNG can easily do 5AA, recognize that only 5AA(2) was blocked, and roll the jM after for a punish.5Ahas less recovery than both 5B and 2B, so RNG can recover faster in response to rolls and well timed jumps while still being able to stuff out the other moves that CRU uses to play neutral. This means that for the majority of the time, CRU is forced to dash block in, or wait for gaps to try and punish zoning with jM or 6M. The problem with these two options is that while they can punish, they don't lead to much fullscreen. jM fullscreen only leads to6Ssetup and 6M doesn't lead to much setup without using a lot of MP. On offense, RNG should be more aggressive in his mix vs CRU. Safe meaties don't work on CRU 2M since it's too big and guard break setups don't work since CRU has more guard bar than the rest of the cast. This means that RNG would prefer to mix CRU rather than break his guard. CRU's 2M, while big and armoured, does not have any grab invincibility meaning that CRU has to be more mindful about grenade setups. However, if CRU reads the grab, he can reverse the situation with 9 jB 5AA 5M to ignore grenade and get corner pressure. Since RNG doesn't need to worry about guard break, he can pressure with 5S instead of 2A, meaning it's easier for him to catch jumps. Once thing to note about offense as RNG is that you NEED to strip white life before CRU gets in awakening; his defensive passives make it extremely hard to kill him if he enters awakening with white life remaining. On defense, even if CRU manages to get in his pressure range, his mix isn't super threatening without 4M. RNG's 2A is a nice disjointed move to counter poke with and it also interrupts 5M since 2A is not a projectile. RNG does not need to commit to risky options until CRU gets much closer for strike/ throw and even then, getting your throw or DP baited is much worse than the alternative. Know that CRU 2A is +3 and 6M is +5, so mashing is always a risk versus those options. Since CRU does not break guard without 4M, RNG can hold tight until awakening while only contesting rarely. CRU's greatest comeback factor comes in the form of 4M, but in this MU, 4M is a very sharp double edged sword. If RNG gets the roll in read against CRU, the RPS is heavily skewed in RNG's favour since RNG 2M is multihit, jM throw bait blasts through4M's single hit of armor and throw puts RNG in an ideal situation; fullscreen against a CRU without MP. If the CRU tries to bait roll, RNG can use 5M or 5AA to try and poke at the shield trying to strip the single hit of armour. RNG can also keep CRU locked down blocking for very long periods of time with conversion and MP, meaning that he can force the shield timer to expire, enabling a CH starter and probably giving enough time to regen MP for guard break afterwards. Overall, RNG is favoured in the MU. RNG is able to zone freely in the MU while CRU has to whittle down RNG's HP with risky counter zoning options and has to hard bait GC for strong combos. The only difficulty RNG has in the MU is stripping CRU white life before he enters awakening. CRU's comeback factor in 4M is much riskier to use against RNG and without it, CRU is forced to create wide gaps in order to bait RNG to mashing so that CRU can get hard hitting punishes. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "CRU is one of the only character in the game that5AAhits crouching; use often 5AAwill force CRU to stay grounded most of the time, but if he blocks only the second bullet, he can punish a5AA5Bstring with a risingjM(spear) If CRU does rising jjM, roll it to punish if you aren't zoning already. If he does karajM, block it and get the white life 2Bgoes under6S(orb); CH lets you run up for strike/ throw 5M(dash) is proj. invul after startup but -14 on block; expect conversion after this a lot Never jS in neutral;6M(wall) will punish 6Mis +5, respect it after if they're too close" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "His2Mis big, but can be grabbed; make your pressure more focused on strike throw instead of safe meaty 6SSjM can bait2Min some cases His guard meter is the highest in the game; be sure to only commit to guard crush strings if you're sure it will break 2S214Mis hard for CRU to avoid; he can't backdash214Mand5Arequires meter to lead to punish If he sets up4M(shield) without setup, it only has 1 hit of armour; pester with5AA" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "Learn the4MRPS; if you don't know it, it's a game ender, but knowing it will be very scary for CRU CRU2Ais +3; RNG has nothing that can contest that, so hold it; he'll be pushed back eventually Be patient; most of CRU's blockstrings are bad vs RNG, but the threat of6Mframetrap is huge Use GC alot; RNG5AAcarries zoning in this MU, so he only needs MP to combo" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Dragon Knight", "text": "Dragon Knight (DRK) (not to be confused with Dark Knight) is a rushdown character with 'shorter' range buttons, but speed and unique mobility options to make up for her range. In this MU, RNG has his hands full trying to keep DRK at bay, and mainly focuses on surviving to make comebacks rather than fully commiting to trying to zone out DRK. While DRK doesn't have a particularly strong neutral skip, she can harass RNG at range with jS. RNG doesn't have the air-to-air ability to contest her, so the only thing he can really do to contest is to roll the fireball. However, DRK can cancel jS recovery with jM and start pressure against roll-ins, meaning RNG is often better off notrolling. While RNG 5M does delete jS, DRK can fly over it with jM~5M and punish with good timing. This means that RNG effectively has to hold jS pressure, but it isn't too big a deal since RNG is able to regen MP when waiting. Otherwise, when zoning, RNG has to be careful with his options because DRK can easily weave through his zoning with a low profile dash, a unique airdash and high speeds. Because of the airdash, RNG wants to preemptively shut down her jumping with 5A, but DRK can run in range of 6M and potentailly CH, resulting in her getting in while being able to set up. The saving grace in neutral for this MU is that DRK doesn't have particularly strong uses for conversion in neutral. 6M conversion can be used to approach a bit, but the whole point of 6M in her neutral is to catch out bad zoning patterns; using 6M on hit doesn't change too much in neutral and on block, she doesn't get enough blockstun to fully approach due to the pushback on block. 4M conversion is worth considering since it's better than 6M conversion on block due to already being close after conversion, but at max range, it may have more startup than 6M. On offense,... Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "Be patient; don't focus too much on trying to stop DRK from jumping; focus more on her grounded speed If you need to get in, roll a fireball and stay under her; DP only when she falls and doesn't have flight If DRK does jS (fireball) after an airdash, roll and punish the landing If she does5M(call Astra) in neutral, shoot the dragon with5A; if Astra is out, use guard button to prevent roll mix midscreen Watch out for6M(big swing); she only gets setup on CH 5Awhiffs on standing, but can be used to interrupt5M" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "5Spressure is very good due to her buttons being very short Run-up5Mis good if the DRK tries to up-back fireball out of pressure Her DP is very big, but it can be safely meatied with2Aor5Safter jM(1w) jS setup Her option to deal with2S214Mis 662M; this means that2S6Mis a scary frametrap DRK GC is pretty small, meaning that having 150 MP can easily lead to a GC safe blockstring off grenade oki" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "Don't DP if Astra is on you; her S followup (Astra -> spin) makes Astra invul, meaning even if your DP hits DRK, Astra will punish into combo If DRK cancels into5M(Call Astra), interrupt Astra; otherwise DRK has access to a throw that can combo or lockdown if teched DRK can do4S(jump down thrust) or5[S](charge poke) to bait GC DRK4Scan be DPed, but immediate DP can whiff Use5Mto punish6Safter it whiffs on crouching; she can bait DP with jM~4M If Astra is in your face,2Acan whiff; try to use5Sinstead in the case where Astra is already long called since5Awhiffs against DRK standing" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "ENC can duck under RNG 5B with crouch (and 2S), but cannot crouchblock under 5B; IE, 5B whiffs vs [2], 5B is blocked vs [1] or 2+G ENC roll is the only unique roll in the game; it has more startup and no projectile invul on most of recovery afterwards, making it diffcult to use ENC 5S (vines) absorbs bullets, but 5B can go over and delete the vines if ENC is hit ENC 4S (summon doll) does not disappear when she is hit; KD with 2B and either jump or roll the doll after ENC jS (air fireball) is big, but if done full screen, it allows RNG to set a free jS to hop over the fireball ENC doesn't have the speed to chase retreating jB or jS, but she can still punish with her 6M (purple tornado) Keep track of where Madd (bear) is; some of her moves also have a hitbox by Madd Shooting Madd is possible, but only stops it temporarily and wastes a bit of ENC's MP" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "ENC 5B has good distance and is also 10f, meaning she can contest pressure resets ENC 2M only has hitboxes on Madd; if Madd is by ENC, she can reaction 2M RNG 2S and 4M in pressure RNG 2S 6M can be used to bait 2M in pressure since it wins at all distances except for point blank ENC GC is pretty small; good spacing on 150MP guard break can't be GCed safely" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "With 10f buttons, it's not usually a good idea to contest ENC pressure; either roll or GC Any time ENC cancels her own pressure with 5M resets, she is at least advantaged vs RNG Pay attention to ENC MP; controlling Madd is MP intensive and she will likely lose MP before being able to break guard Don't 2M the Madd specials; ENC aims to pressure while being safe, so 2M is what she expects The common place for ENC to go for 4M (puppet grab) is during 2B(2) since 2B(2) is a low, so it's hard to jump 4M and she can cancel into 5M to bait 2M After using GC, don't use 5B; ENC can crouch under with 2S while hitting you with Madd's 2S. 2B hits ENC doing 2S on wakeup; just be careful that she may use 2M instead" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "The ghost (MP moves) can be hit and interrupted by5A, but not with5Bor2B At max range,2B(block) ->5Atrades with GHO instant5M;5B(block) ->5Abeats instant5Mcleanly until about 3/4 screen Grenades are unsafe against6M(up ghost) GHO2Sand5Mare the big buttons to look for in neutral; interrupt them before they come out Guard button against6SSS(rekka crossup slashes) Try to AA with5Minstead of5A; GHO jM halts air momenteum GHO may use2Minstead of roll; be on the lookout for rolls and2Mmore often" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "Despite having less recovery, GHO2Mhas more startup than roll and is CH punishable; meaties are good GHO has 3 easy options against 2/5S214M;5A,6Sand2M. Be careful when you use214M GHO5Ahas 8f startup and is about as long range as5S; try not to reset pressure with5Stoo much GHO GC is huge; instead of trying to space it out, either guard crush quickly or bait the GC GHO GC is only 0 on hit and also gives RNG access to5Mconversion, which covers2M,5Mand6Swhile still being safe on whiff Threaten guard break whenever you can since he has no options against it except for GC" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "GHO's main gameplan is to two-touch the opponent, try not to do anything to risky on defense unless you're sure it will work Understand4Mmix; GHO can only combo off throw if they instantly grab right after4Mstartup Use the guard button very liberally; GHO uses6S,2M(sometimes), and rolling during4Mto cross up mix 4Mpressure is also safe against GC if the GHO decides to be patient Use2Mwisely; if it gets blocked, GHO gets2Sstarter, which is his best" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "Keep a healthy distance away from GRP; no need to rush in with max range slide in blockstrings Play a more reactive game; GRP's run speed is slow enough that dashblocking in is hard for them Backdash is a good option in this MU, just watch for5M(jumping stomp) and6M(shoulder tackle) 2Ais useful in this MU to break the armour on GRP's charge moves; while they take 3 hits to break normally, a single low will break it" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "2S214Mcan be easily countered by GRP6Mwhich is projectile invul Don't go into2Swithout thinking about it; GRP can call it out with 8j[S] and murder you for it If you get them to block while you're in corner, go into236Mand backdash away after; creates space and puts you back in midrange After throw, meaty with2A;5Scan be parried by GRP2M GRP has one of the shorter GC in the roster, so feel free to go nuts when guard breaking from2Arange Going for grab mix is honestly not worth it in the majority of cases; the wrong read will end the game since he can hitgrab through grenade" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "2Mis a huge boon in this MU;2Min reaction to5[M], late in5[S](dash grab) and when you think they're not going to completely armour through GC is actually weird to use in this MU; it's good to use against4S(hit twice), but it loses hard to his armour moves If knocked down, look for the difference betweenj[S] andj[M], block the first one, duck the second If you see5[S]charging up, it's 32f startup; trying to jump it is much safer than trying to2Mit since in the worst case,5[S]will armour through Understand that visually, the red charges are usually plus while the green charges are usually minus 6Mis less minus the later it hits (can be plus); try to roll it if they don't have conversion or backdash if you have the space" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "HIT run speed is among the slowest in the game; steadily zone him and watch for rolls When HIT is doingj.5Mand it whiffs (usually after blocked risingj.B), backdash away and punish with a5Bon his landing HIT does have an advancing normal in6S, but it is 18f startup;5Band2Bshould be able to beat it easily Keep an eye out for HIT2B; while it cannot low profile, it reaches far and HKDs on CH While it's 26f startup, watch out for5M; if he hits that grounded, you're eating a lot of damage HIT super can reach nearly fullscreen and can low profile5A" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "RNG doesn't have a safe meaty against HIT, but the grenade forces HIT to respect after, punishing if HIT does awakening followup Against HIT2M, especially awakened, 66 7 jB is a good option to bait the2M; while it's not a lot of damage, it's useful for that last bit of HP HIT can punish2S214Mwith 662M, but has to run in deep; too short and2Mis punishable on hit and the followup is rollable HIT2Mcan hit diagonally upwards behind him and the followup autocorrects, meaning236Mcan only be used point blank range or risk dying for it When RNG is awakened, small hits are very good since it applies the MP reduction debuff HIT2Mcosts 70MP; keep track of whether he can cancel into followup or not" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "HIT6M(slash into sword throw) has a gap when up close, but this gap cannot be rolled; in most cases, just hold the pressure since RNG2Mcan be punishable on hit Save your meter for GC in this MU; mentioned above, Ranger doesn't have good options to get out of HIT pressure except for GC Don't roll the2Mfollowup; too much risk, around 0 afterwards and RNG doesn't even want to get in on this MU If directly next to HIT and he does2Min awakening, there is a gap that you can2Mthat's safe against his2Mfollowup Stay aware of the IOH setup, especially if the HIT has conversion If you2Mand HIT blocks it, he can punish with5M, so prepare to die if you use2M" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "INQ is one of the faster characters in the game and has neutral skips with6SS(dash -> upswing) followup conversion; place your moves well INQ jM (air spin) can change her air momenteum, can eat most projectiles, is safe on block and a great combo starter, but it costs 70MP, if you see it, block it and get white life INQ jS (air horizontal) reaches very far and can be used alongside jM;5Mbeats both options if done early INQ dash momenteum and large air buttons forces RNG to play a more grounded game INQ6SSis high burst movement, can sometimes cross up and leads to high damage on hit, but it can be stuffed with projectiles and cannot be cancelled without super or conversion INQ doesn't have fast buttons (2A9 framer), so if she does just6S, expect throw or throw bait" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "INQ has a big2Mand it's also a hitgrab, so no point in doing the safe meaty setup; go for more threatening mix instead INQ GC is also very big horizontally; you're better off trying to bait it instead of maintaining distance Due to her slow button speed,5Spressure resets can be hard for her to react to INQ awakening passive isn't a great comeback factor and she has low base HP; focus on threatening to kill rather than guard break" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "If she tries to use 5M (firebomb) in her pressure, use 5A to punish it Punishing 5S 6M (wheel) in corner blockstrings is incredibly precise when not in 2A range; better to hold the pressure and wait for her MP to run out If she tries to use 6M midscreen and isn't in 2A punish range, you can backdash to dodge the wheel Use the guard button and don't GC unless she does jM or you are in threat of being guard broken" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "KNO has a double jump, a move that air stalls, a move that hits below her, kunais and air-to-airs; know these options and don't meet her in the air If KNO does jump back jS (air kunai), jump over and away and throw jS; forces the KNO to approach or potentially trade against the grenade If KNO does jump forward, only5Mif she's guaranteed to throw jS; KNO has enough air stall to outlast/ punish5Mif you whiff Against6S(ground kunai), stay patient; only use jS if they're repeatadly using6Ssince they can easily punish by running in and using2Sinstead" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "KNO2Mfirst hit is very small and second hit is rollable; understand how to punish and learn non conversion combos to deal damage KNO2Mbeing short range also allows for meaty2A/5Safter throw without much thought; ranged2A5B5Sframetraps can also avoid2M KNO buttons are quick but shorter range; run up5Mmay work if they try to escape corner since they can't easily chase after pushback on block Don't trust on grenade to save you if they mash since they can4Saway and continue comboing; jM (downward air stall kunai) also detonates grenade, so throw mix is pretty discouraged KNO GC can get out of4Sguard break setup, but requires her to do it on the 2nd gunshot; otherwise, it's safe" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "5AA->5Ais a 9f gap, meaning that RNG cannot mash out or jump out; he can roll out since5AAis too short range to punish, even with autocorrect When in corner, interrupt KNO4S(teleport) with4S(1)6Mto force them into corner;5Mhas a deadzone up close and2Mcan be double jumped, so these aren't reccomended in this case In midscreen, if KNO gets4M(toad) out, there is a gap in the fireball, so her mix is to frametrap, side swap or grab (combos with toad for oki); RNG cannot DP here without getting punished In blockstrings, KNO may try to sneak in4M;5S(2)4Mis something RNG has to hold, while5S(1)4Mcan be mashed on KNO may also end blockstrings in5M(fire breath);5M->5Ais a 10f gap, so5Scan CH and confirm after the trade" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "2Bgoes under and CHs FLA6S(handcannon shot), allowing time to setup or run up close range 2Slow profiles FLA5S(blue rocket), allowing for punishes when you're in range; roll instead if out of2Srange Don't use grenade; punishable by5Mon reaction Her5B(flamethrower) is -13; apply pressure when blocked Don't use5Ain this MU; she doesn't have much reason to jump and all of5M,5Sand6Sbeat5A If she does jM (nuke) in neutral, run in and maybe roll if she tries to lockdown with jS (air laser)" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "FLA5Aoutranges our5S; pressure resets with5Sfrom afar can be scary to do FLA5Aalso punishes strings into214M; it's a 10f move in an 11f gap, so it's scary, but possible FLA2Mis a hitgrab, so it ignores grenade setup if it hits FLA2Malso reaches2Aafter throw ->2A FLA is a 10f masher, so she may use throw in hopes of using a 5f move, shimmying her may prove fruitful 2/5S236Mis a 1f frametrap that also dodges FLA DP at any range and leaves RNG at +1; can be used to bait reactions to MP flash" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "5AA5Sis a 1f frametrap when close; don't try to roll it 6M(big fireball) is a rollable projectile, but requires timing; getting chipped by it hurts quite a bit 5Aand5AAstrings are hard to contest since5Aoutranges RNG's 10f buttons; either wait for GC or wait for her to do different moves After4S(slide), her options are meaty grenade or jM setup. If she does jM x2, it's fake; react with roll or die FLA can throw bait with jS, so taking the throw is the better alternative sometimes Rolling in on5Acan be easily beaten if they choose to do5AA" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "Don't be too aggressive zoning in this MU; LOS 4M (TP slam) can be used to heavily punish LOS 4M is -4 on block, meaning it is safe, forcing RPS afterwards; if you expect it, RNG can use 2M to stuff it since it hits both sides Constantly dash block if you're trying to approach; 6S (orb) leads to too much damage on hit If you block the 6S, LOS is -18; usually enough for RNG to punish with 5A Don't jump in this MU except for throw baits; 6M (swords) and 5M (MP crossup) can easily punish bad jumps" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "LOS can punish RNG 2S 4M with his 4M, causing heavy damage and remaining safe, even if RNG does conversion after 2S LOS has slow buttons to mash with and shorter range than 2A; expect LOS to roll whenever they can to get out of corner pressure Be careful with jM(1w) ender; LOS jM will invul through grenade on hit and he will likely kill you for landing jM. Same applies for missing the meaty timing on 2A Disregard the above when doing jS ender; he gets punished by grenade LOS has no DP and his GC is horz short; a well spaced 150 MP guard break is not GCable safely" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "If you're blocking, use the guard button; LOS has crossups that can and will kill you The best way to punish LOS 6M is to delay roll so that the swords do not track your position after the roll After KD, LOS can technically double overhead with jA -> jM -> jA, but is very costly in MP for questionable mix LOS doesn't have much in the ways of mix with guard button; RNG wants to wait in this MU and punish whenever LOS tries to overcommit in neutral: - 2M his 4S (TP) - 2M his 4M (TP Slam) - Delay roll his 6M (swords) - Punish his 5M on block (metered crossup; -22) - Use 5AA after his 6S on block (orb; -18)" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Ranger", "text": "Shoot gun better, throw grenades if you don't want them zoning, don't let them get away with gimmicks Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "5Bclashes with2B; RNG who did5Bwill recover more quickly If RNG does jS, you can copy if you don't like the zoning mirror If a grenade is at your feet, don't use2Bor else grenade will explode jBx4 jS is punishable on hit with5A 2Sis punishable with tk jM" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "Corner throw ->2A/5Sis hit by DP, but it is punishable on hit Setting up grenade forces other RNG to have much weaker zoning since2Bis cut off Microdash2Aafter jM(1w) jS setup should still meaty mash and cover roll after with grab; loses to jump, but threatens 100 MP guard crush on block RNG GC is long range; either wait for low MP or stay completely far away Avoid putting the other RNG into awakening through chip at any cost; AS will easily punish any grenades in neutral" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "5B2Bstring always has a gap; roll in to be 0 and close enough to force a change in mindset Punish2Sin blockstrings with tk jM if far, DP if close Punish2S4Mwith2A2B2S; check closer4Mstrings with5S6M Blockstrings into6Mup close will punish DP If other RNG is threatening guard crush at far range, GC before5Bconnects to dodge both5B, the following4Mand the explosion of the current4M Check RPS after6SS; jM loses to roll, landing loses to DP, jS loses to 9 jB x4" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Striker", "text": "(Below summary is from week 2; may not apply due to new findings) Let's not mince words here. Striker is Ranger's worst match-up by far as her tools exploit the biggest weakness of his kit; poor abare, bad anti-airs, and a reliance on projectiles. She can dash under5Aand5AAso 9 times out of 10 using them just gives her a free punish. She can slide under2Bwith her own2BGuardLowStartup10Recovery26Advantage-11~-20which makes any mid to close range projectile use risky (and that's not even her best tool for doing that). Has fantastic air moves (primarily instantj.SGuardAllStartup14RecoveryUntil landing + 7Advantage~+7) that Ranger's poor anti-air options cannot stop without preemptive usage, a gamble that he cannot afford to take. Her reverse beat and fantastic frame data combined essentially makes her immune to Ranger's 10 frame abare options, thus only highly committal options such as roll and2Mcan hope to escape her onslaught. This leads straight to her strong guard breaking abilities that can only be stopped by guard cancels, which means anytime that Ranger enters exhaustion he must either stall for time or win the neutral, otherwise he'll eat a huge amount of damage. To top it all off, her6MGuardAllStartup18Recovery28Advantage-8shuts down all of Ranger's projectiles (i.e over half his moveset) and can true block string into5MGuardLow, AllStartup8Recovery22Advantage-3, which is only -3. As long as she has the MP for it, she can essentially skip neutral on demand with little risk to herself. So is there anything going Ranger's way in this match-up? A few things, though none of them can be considered an ace up his sleeve. Striker's2MGuardAllStartup9RecoveryUntil Landing + 17 LandingAdvantage-53has great vertical range but terrible horizontal range. This means that a spaced meaty2Aduring grenade oki is immune to reversals which helps him maintain momentum whenever he manages to get it. He also plays a grounded poke heavy neutral game so she'll rarely ever need to anti-air him anyway. Her lack of long range pokes and high forward movement during most attacks means that Ranger's2Mfully connects most of them time. But when parts of his kit actually functioning can be considered a plus, anyone can see that this match-up leaves him up a creek without a paddle. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "Be very careful in the midrange; SRK has lots of burst movement in her moves with2B(low slide),6S(thrust punch),6M(shoulder tackle) and jS (divekick) Watch out for when SRK has white life;6S-> conversion can lead to high burst movement in the neutral, closing the distance immediately If SRK is in the midrange, ranged options are risky; her2Blow profiles5Band5M,2Bloses to jS and all his projectiles lose to6M In addition to the above,2Aloses to tk jS and5Scan lose to2B When in the midrange, get out of midrange immediately; backdash is great in this MU since her burst movement options mentioned above all have high recovery on whiff SRK also has one of the fastest run speeds in the game and her run low profiles5A; use5Asparingly and never throw grenades in neutral SRK can counter call AA5Mand jB x4 with jM (air triple kick) though the timing is specific" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "SRK2Mis cancelable on block, making it safe on block in most cases; if you read it, avoid it rather than blocking it Since SRK2Mis safe on block, they can overrely on it; running up to SRK and rolling through may bait them to doing2M, causing it to whiff Anytime RNG does4Mwithout conversion or not in a true blockstring, SRK can counter call with6Mand lead to full combo If RNG uses6Mnot in a true blockstring, SRK can counter call with2Mat all ranges; she trades on close range, but is still advantage after When using far2Sin pressure, she can call it out with tk.jS. Otherwise, her2Mneeds to immediately cancel and roll is good for sideswap (if we're not 2Sing into corner) Doing2S6Srekka is high risk, low reward;6SSis always punishable on block with2Mand6Sis -8, meaning her 9f2Mcannot be avoided if she's mashing it Far2S-> immediate4Scan bait out her mashing2Msince4S(1) whiffs SRK2Mis very short horizontally, so meaty2Aand5Safter throw in corner are great options SRK GC is among the shortest in the game, so aim to get her in a guard break situation any time you get oki" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "jS can cancel into jA multiple times depending on height; at greater heights, she can cancel into jA around 4 times, but it is possible to2Mat that height If you don't have MP, get hit by the lows in the guard crush string; it's better to take the damage rather than take the chip and then get guard broken RNG's win condition in this MU is to get SRK in safe guard crush strings; in order to do that, you want to be in the 150 MP range when you can and only GC after that point The best points to GC are after she does2MjM or in her normal strings when she doesn't rebeat into5A After SRK rebeats into5A(w), she is minus and usually in range to take your turn back with2A; however, if she does6S5A(w), she is out of range and can punish2Awhiff Take the throw; puts you closer to 150MP range and white life gives you access to5M(7) conversion4Mblockstring If SRK does high jM, crouch it and2Mafter it whiffs; jM is not an overhead and4Smaybe be possible, but fairly high risk regardless due to potential cross up" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Swift Master", "text": "Will need to update some bullet points Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "5Mcan clear4M(belt), even if SWI rolls in Although backdash can beat SWI5Broundstart, this loses hard to a 5]S[ (TAP) hard RNG5Acan clip out of4Mon startup, but 5]S[ late startup frames low profiles5A SWI5Bcan be low profiled by RNG2S RNG wants to play the midrange where 5B will whiff, but RNG 2S can reach 2Bon block is minus enough that SWI can setup4Msafely afterwards If SWI does j.4M, you can try to clip his feet with bullets or run up and 5M to clear 4M and potentially punish landing SWI only needs one 5]S[ to hit to blow up RNG; don't be overzealous with trying to zone since 5]S[ eats projectiles" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "SWI has a large GC; if you're going for guard break setup, going for the >140 safe setup loses its safeness While SWI DP has suction, it can be safely meatied after jM(1w) jS ender in corner Be aware of SWI 5B when pressure resetting; 9f being faster than any of RNG buttons and thrusting forward is a bad combination SWI has low HP and not many places to use conversion; don't be afraid to chip him with 5M Keep an eye on his HP or risk trying to zone the fastest character in the game" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "Spaced SWI6Scan be beaten by 9 j.B5A2Sinto combo, but can easily be called out SWI6Scan also be interrupted by5Abut the risk/reward is pretty abysmal. 5Mcan beat cancels into SWI4M Don't GC j2G (wind orb airdash) unless you know exactly what you're doing SWI 4S (tornado suck) has no hitbox; if they are constantly doing it, you are at advantage if you react fast enough If you see SWI drop a combo, assume he's going to meaty you regardless" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "Due to TSO's low speed, RNG can play a strong keepaway game with zoning and backdashes TSO 5A and 2B are his primary ways to stuff RNG shots; both lose to backdash TSO6M(shotgun) can call out backdash, but can also be stuffed with5Band2B;6Mdoes not reach full screen While6MMonly allows TSO to get in, awakening 6MM can easily kill you; exercise caution if TSO in awakening To punish6MM(shotgun followup), roll the flash of the followup, but don't risk it if he has conversion available; no need to approach as RNG TSO jS (grenade) can reach far, but has a dead zone in front; you can run into dead zone and AA with 4S TSO jM (air spin) can airstall, but the timing to bait RNG 5M is very strict without conversion; 5M is a good AA in the MU" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "TSO2Mwill destroy any set grenades and reaches far; keep his 2M in mind when pressuring TSO 2M does not hit too high vertically on the first hit; it is possible to bait with high jM TSO can use2Mto beat RNG 4M and 2S in any scenario that isn't a blockstring; test the twitchiness of the TSO with 5S(w) and 6M in pressure or bait with conversion Unlike most other chars, RNG can easily punish TSO2Mat far ranges with 2B 2S starter" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "TSO doesn't have high guard break potentail; take your time learning player habits and pick ideal spots to challenge Any time TSO throws a grenade, it can be rolled, which doesn't put you in an ideal situation (up close), but forces himself to be pushed back TSO likes to pressure at the distance where RNG 2M is unsafe on hit and a blocked 2M leads TSO to get 4M convert jM starter, which is easily 70%, if not more If TSO ends combo with high 4M (net), taking the throw is much safer than getting blown up by jM throw bait If TSO ends combo with high 4M 4S, note player habits and try to mash out appropriately since TSO has trouble meatying; TSO has conversion available but usually wants to keep it for mix instead of meaty" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Neutral", "text": "The MU changes from RNG advantage to an even MU due to how strong threatening 6M conversion is While VAN doesn't normally have good damage off pokes, 6M (front slam) conversion enables him to get his close range damage The best unique tool that VAN has to play neutral against RNG is 2B; 5A is usually too short range and 5S is too slow It's incredibly hard for VAN to call out backdash without being up close; his slow run speed doesn't help Try to stop VAN from jumping, but if he does jump, don't 2M immediately; you can either let him jump in or 2M the air stall jS (dive) Don't jump vs VAN unless you're sure that he's going to throw; his air buttons and 5B easily beat our air buttons" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Offense", "text": "VAN GC and DP are terrible for fighting RNG since RNG doesn't jump in this MU regardless VAN DP can still be used against RNG frametraps, but cannot be used against 2A meaty; feel free to go for guard break VAN has 5A to get out of pressure resets; while he can't get much off of it on hit without conversion When going in for pressures, be mindful of jS; on block, he can cancel into 5M(1)~5M (dash) to invul through the grenade" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Defense", "text": "If VAN does 5S -> 4S, it's easy for RNG to GC due to his long horizontal range; however, this gives access to 6M conversion Do not GC during 5M rekkas unless you are in threat of being guard broken; 5M -> 4M has armour to eat GC Take the throw; it's hard for him to pressure you after and jS is one of his better starters No need to be greedy for your turn; if VAN ever does 5M, block the followups and then continue zoning" }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Matchups", "title": "Ranger", "section": "Navigation", "text": "Status of MU page: Currently writing summaries for characters in alphabetical order; currently on Crusader Need one liners for Inquisitor, Lost Warrior and Swift Master Will be updating bullet points again" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Overview", "text": "Dragon Knight is a character with tools to play at any range, but particularly excels at close-range due to her ability to attack alongside her dragon Astra and her array of fast, rewarding buttons. To help her approach and get within this desired range, she also possesses potent movement in good walk and run speeds, as well as her unique movement mechanic, Flight. Astra(5MGuardMidStartup18Recovery10Advantage+18) is the cornerstone of Dragon Knight's offense thanks to his versatility. Astra can attack in conjunction with Dragon Knight after she has given the command, enabling either long, threatening pressure sequences with theAfollowupGuardMidStartup68 after 5MRecovery-Advantage+18, flexible combos with theBfollowupGuardMidStartup93 after 5MRecovery-Advantage~+40, or either with theSfollowupGuardMidStartup58 after 5MRecovery-Advantage~+60against a cornered opponent. Astra is even useful in neutral; sending him out against a wary opponent effectively forces them to make a decision as to how they'll avoid his attacks. However, Dragon Knight's kit is far from weak without Astra. Notably,j.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4is a powerful, versatile air fireball which can stop approaches, control air and ground space, andconvert into combos. To supplement her generally stubby normals, she has236MGuardMidStartup20Recovery24Advantage-8, a near-fullscreen attack which gives ahard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.on counter-hit. On defense, Dragon Knight sports a greatDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.in623MGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49, one of most reliable reversals and anti-airs in the game, and lightning-fastabareAn attack during the opponent's pressure, intended to interrupt it.in2A. Her versatile and powerful toolkit is not without flaws, as Dragon Knight is very mana-hungry.5Mand its followups are already mana-expensive, and Dragon Knight will often use her mana for flight cancels, reversals, or236Min addition to Astra summons. This adds up to a character who needs and spends more mana than many of her peers, and it is Dragon Knight's most notable weakness, although it is mostly negated by her Clear Cube Awakening. Dragon Knightis classified as aGimmickyA type that bends the rules of battle.type. She can summon her dragon companion Astra for powerful independent attacks and can alter her airborne trajectory with her unique airdash. Has a Dragon:Astra, Dragon Knight's titular Dragon, can be commanded independently from herself for tandem pressure or neutral control. Astra and his follow ups persist even if Dragon Knight gets hit, often forcing her opponents to deal with Astra first before being able to close in on her. Has an Airdash:j.MGuardMidStartup29Recovery-Advantage-pauses Dragon Knight's momentum and can be turned into an airdash viaj.MGuard-Startup9Recovery0Advantage-. This opens up her approaches as well as giving her unique pressure options and ambiguous high/low mixups. Instant Overhead:j.MGuardMidStartup29Recovery-Advantage-j.AGuardHighStartup6RecoveryUntil Landing + 2Advantage~+13done as low to the ground as possible is an extremely strong throw bait/fast overhead. Dragon Knight can even conversion cancel the firstj.Ainto anotherj.Ato confirm into a full combo without needing Astra. Strong Neutral Control:Dragon Knight has access toj.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4, a very fast and low-commitment projectile that can be hard for opponents to challenge when done low to the ground. In addition it can be safely whiff cancelled intoj.Mto keep her distance. Dragon Knight also has236MGuardMidStartup20Recovery24Advantage-8, a nearly full screen disjoint. Fast Burner:Summon Astra and its follow-ups consume large amounts of MP while heavily stalling MP recovery, making it easy to run out of MP quickly when applying pressure, despite Dragon Knight's superior MP recovery speed. Stubby Normals:Despite her strong and far reaching special moves, her fastest normals lack range. Against characters that can hit both Astra and force her to block at the same time, Dragon Knight loses a lot of momentum." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Unique Mechanics", "text": "Astra is a small dragon that accompanies Dragon Knight. By activatingSummon AstraGuardMidStartup18Recovery10Advantage+18, Astra will move in and attack the opponent completely independently of Dragon Knight's movements and actions, creating a tag-team duo on offense.Astra continues to attack even if Dragon Knight is hit, providing safe cover for Dragon Knight. However, the opponent can attack Astra itself to stop its attacks before they come out. Awakening Effect: activates when entering Awakening mode at 30% HP or less. Dragon Smash can be canceled using Dragon Wing.Other grounded MP skills can be canceled using Summon Astra Awakening Effect: activates when entering Awakening mode at 50% HP or less. Increases Damage on hitDoubles thepassive MP recovery ratePassive MP recovery rate increases from 15 MP/s to 30 MP/s.and MP recovery on hit.Increases White Life Damage recovery speed." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "5A", "text": "A fast poke with a decent combination of speed and range. Can be used to pick up punishes that5Bor2Acan't, or to start pressure with its wide cancel table. Cancels into5AAon hit, block or whiff" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "5AA", "text": "A long range stab with shocking range for a Dragon Knight normal. It can be useful to intentionally whiff5Ain neutral sometimes just to get this as a poke. At only -3 on block,5AAhas the best frame advantage of any of Dragon Knight's normals, making it potentially useful as a stagger tool as well." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "5B", "text": "Dragon Knight's most practical midrange normal. Very fast for its range and great for combos to close distance for2S. As a starter, it leads to high reward on both normal and counter hit, making it a strong stagger frametrap as well. This move also moves Dragon Knight forward significantly, which can create great resets on pressure combining with stagger2Bfor aframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.on block. 5B's relatively high hitbox make it a fine reaction anti-air, and great in scrambles against an opponent who isn't on the ground. Combos from air hit5Bare stable and use the exact same routes as grounded hit5B." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "2A", "text": "Dragon Knight's fastest low and also her fastest normal. Good for abare, as a pressure starter, or as the primary low option for high/low mixups. While the frame data is pretty bad on block, she can gaplessly chain into5Bto be much safer than she would be otherwise. Do not try to stagger only with this normal, chain into other normals as soon as possible to be less negative on block. Chains into itself up to three times" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "2B", "text": "Dragon Knight's sweep. Though it has decent range, do not use this move standalone as it is very unsafe on block. Useful for cancelling after5B. Also useful for creating space to make spacing traps by doing strings such as5B>2B>5SGuardMidStartup14Recovery26Advantage-8>5MGuardMidStartup18Recovery10Advantage+18, which then creates a situation where if the opponent attempts to hit Astra, Dragon Knight can use236MGuardMidStartup20Recovery24Advantage-8for a counterhit andhard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.at long range. Using2Bto create an extra amount of distance between the opponent is needed against characters who have very long range normals, likeCrusader. Launches on hit Gives a hard knockdown on counter hit" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "j.A", "text": "Dragon Knight's fastest air normal. Good for catching people running at her during flight, and as a rising air-to-air due to its speed. Also good as a high option for high/low mixups as it's much faster thanj.B. Has a surprising amount of hitstun/blockstun so she can cancel high flights from this and still combo or continue into pressure. Despite appearances, it has no crossup hitbox. Can be used as an instant overhead against Crusader and Lost Warrior, as well as a blocking Hitman" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "j.B", "text": "A much slower normal thanj.A, with the upside that it's hitbox is better in every way. It's slow enough to not come out if used from the lowest possiblej.M~M, allowing Dragon Knight to fake out a high and go into a low or a throw. Very plus on hit and block; she can microdash combo off it on hit. Thanks to its high hitstun time, it's much better as air combo filler thanj.Ais as well, comboing intoj.Sand linking into5B/2Sif used early in a combo. Ifj.Bhits as an air-to-air, Dragon Knight usually has enough time to land and pick up, especially on counter hit. Crosses up" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Throw", "text": "A+B Dragon Knight does not get okizeme on a successful midscreen throw. In the corner, she can try to smack them with5Bor bait a reversal. After a214Mender, Dragon Knight can set5M~Son their wakeup and run a potent strike throw mix up. If she throws her enemy before Astra's initial attack goes active, Dragon Fang will land after the throw and allow Dragon Knight to convert the throw into a short combo. +2 on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Backwards Dodge", "text": "4G Has 7 frames more recovery than forward dodge, but the same Invulnerability." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Lethal Punto", "text": "5S(Hold OK)Forces hard knockdown on air hit when charged Lethal punto is Dragon Knight's main neutral poke, a good attack to set up Astra RPS, and a punish tool for opponents trying to contest Astra. As a poke, Lethal Punto can be single-hit hitconfirmed5Sinto214MGuardMidStartup16Recovery35Advantage-26even at max range (though it is easier the closer you are), allowing Dragon Knight to pick up good knockdowns from5Spokes in neutral. With conversion, DK can gain even more reward from this poke, making Lethal Punto a respectable button in the neutral game. While Lethal Punto is very disjointed, it does extend her hurtbox which can lead to DK getting whiff punished. As a pressure tool, Lethal Punto is a great spot for setting up Astra, so cancel liberally into Astra - Dragon Force. On block, Lethal Punto creates a favorable spacing and frame advantage (-2) when cancelled into5MGuardMidStartup18Recovery10Advantage+18at the end of blockstrings. After Astra is setup, depending on the spacing and the matchup, DK can punish an opponent with Lethal Punto for hitting Astra, or capitalize on respect and go for a pressure reset. Lethal Punto is also useful for converting off spaced starters that Dragon Knight can't get2Sfrom, like max-range5AAor2B. Charged Punto, in addition to having much more damage and range, is much safer on block than its uncharged counterpart. Staple in corner combos due to its wallbounce and damage, as5M~Soften allows Dragon Knight to loop it multiple times in a single corner combo for extremely high damage. If she cancels5[S]into5M, Dragon Knight can OTG her opponent into a full combo on corner hit. On block, she's roughly +4, leading to a more favourable offensive RPS compared to an uncharged5S>5Mcancel on block. However, Charged Punto has significantly more pushback than uncharged Punto does, meaning it can be difficult to capitalize on this advantage in certain situations. She can also release charge early for a frametrap when people mash expecting5[S]in a blockstring. Wallbounces and hard knockdown on hit Can be backdash cancelled on hit or block" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Shield Uppercut", "text": "2S Typical launcher. Sets up most of Dragon Knight's good combos. Generally cancelled into from5B, and followed up with either4Sor5M~X depending on screen positioning and combo scaling. Its range isn't great, however, so it is not advisable to autopilot into this for confirms. Notably, this doesn't cancel from5Sso it must be confirmed fromA/Bbuttons straight into it. In pressure,2Sand5Sare fairly similar in usage, but differ in a few key ways.2Sis much easier to confirm as a frametrap than5S, and is more rewarding on hit as well. It also has less pushback than5S, which makes it much easier to punish on block when combined with its significantly worse frame advantage, and makes it more difficult to use as a spacing trap like5S5M. However, it has the same frame advantage (-2) as5Sif cancelled into5M. Since2Shas less pushback on block than5S, this could be useful as a meaty/pressure reset against characters with slow abare buttons (8F and above). Against these characters,2S5M2Awill beat their fastest buttons, allowing you to setup Astra pressure easily. This will work against Ranger, Launcher, Lost warrior, Inquisitor, Crusader and Troubleshooter. Can be dash cancelled on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Sky Break", "text": "6S Dragon Knight thrusts herself into the air at a 30 degree angle. Goes pretty far relatively fast, and is great at catching attempted jumps in the corner. Dragon Knight also recovers in the air, making this move fairly safe or at least tricky to punish viaj.Morj.S. Since it recovers airborne, Dragon Knight can use a falling overhead against opponents that are respecting her air options. Niche combo tool, most often used for corner carry in odd routes, or to extend combos from a close hit of5S. Because it puts Dragon Knight airborne, it can be used in conjunction withj.Sfor combo extending sequences that cost zero mana in certain situations. If this move is blocked, it can be cancelled into flightj.Ato continue offense gaplessly. As Sky Break whiffs on crouching opponents, this is a niche situation at best, but it does frame trap from2Sand5Sif they stand mash. Can cancel intoj.Mon whiff to potentially make the whiff safe Whiffs on crouching opponents -15 on block if no air action is taken after airborne recovery Recovers airborne" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Finish!", "text": "4SCan hit a knocked down opponent off the ground Dragon Knight quickly rises up into the air and slams down towards the ground. Combo filler after2Sor from high launches in general. High recovery, but it has a generous window to combo from when cancelling either hit into a Mana Skill. Dragon Knight can incorporate4Sinto her block-strings as a risky but effective way to steal a turn. After the first hit of4S, Dragon Knight can special cancel intoj.Mon hit or block. If they crouch block, she can either frame trap withj.A, or usej.Bto land and threaten a low or a throw. However, this comes at a risk, as many characters can use their invincible reversal to punish4Son reaction, and every character can dodge and punish on a read. Momentum affects distance traveled during4Ssignificantly, and Dragon Knight can crossup with this move with certain dash blockstring setups. OTGs on the second hit, usually for the sake of consistency if the second hit would otherwise whiff, but can be used for some niche conversions. Can be cancelled intoj.Many time, even on startup or whiff. Second hit can be cancelled into any grounded mana skill. Although active on frame 28, it does not hit small crouching opponents until ~frame 32." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Knuckle Blaster", "text": "j.SIs a projectile property attackCan hit a knocked down opponent off the ground Huge space-control fireball. A very silly swiss-army knife of a move that can be used for okizeme, to control airspace, as an air stall to bait anti-airs, instantly from a jump to bait throws, or just throwing it out randomly to gauge the opponent's reaction. The whiff cancel into flight is highly useful as it allows Dragon Knight to confirm whether the fireball was hit, blocked, or avoided, and pick an option based on how the opponent interacted with the fireball. If they rolled through it to avoid the explosion, she can cancel flight intoj.Aorj.Band punish them for it. If they blocked it, she can airdash and try to transition into pressure. If they got hit, Dragon Knight can can confirm into a combo with airdashj.B, provided the fireball doesn't hit an extended hurtbox. However, as potent asj.Sis, throwing it out willy-nilly against characters with larger normals is ill-advised, as a lot of them can just smack it out of its startup with one of their higher-reaching pokes. Can be whiff cancelled intoj.M OTGs, can convert5[S]or CH236Minto a full combo" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Summon Astra", "text": "5MIs a projectile property attack Sends Astra forward to the opponent's location, attacking with a shockwave upon reaching them. If Dragon Knight is hit before Astra's attack is active, the move will be cancelled and Astra will fly back to its initial position behind Dragon Knight. Attacking Astra itself will also cancel the move. Astra has fairly poor tracking and it can be hard to pin down moving opponents with this move. However,5M's animation is short enough for Dragon Knight to link5Bif she cancels a launch into it. This leads to highly damaging, albeit expensive, combos from anywhere on screen. This move is also used during Dragon Knight's pressure to try and force the opponent to disrespect her. The prospect of taking a guard-bar draining, 10 second long pressure sequence is fairly deterring, so opponents will often want to try and get out with abare, a reversal, or some other option. During startup, Dragon Knight can command Astra to do one of three follow-ups. These follow-ups have their own mana cost and will not come out if Dragon Knight is in Exhaustion at the point which the follow-up is supposed to come out. The input for the followup will only be accepted during the startup animation of5M. This means that, despite what the tutorial says, pressing both buttons at once during hitstop or blockstop is not a valid input, and the followup will not be performed in this case. Recovery begins immediately after Startup. Dragon Knight recovers a minimum of 12 Frames before Astra attacks." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dragon Force", "text": "Aduring Summon AstraIs a projectile property attack Astra fires three staggered fireballs towards the opponent that travel fullscreen. Enables the longest pressure sequences due to the nature of the attack. However, the same properties make it fairly poor for combos." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dragon Breath", "text": "Bduring Summon AstraIs a projectile property attackInflicts hard knockdown on hit Astra fires one massive slow-moving, multi-hit fireball that travels fullscreen. Although it's slower than5M~A, Dragon Breath is likely the most versatile Astra followup, with a generous hitbox that can catch opponents off guard even if they escape the pressure sequence or Dragon Knight drops her combo somehow. These properties also make it great for midscreen combos. Grants a hard knockdown against airborne opponents" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dragon Fang", "text": "Sduring Summon AstraIs a projectile property attack Astra becomes invulnerable and does a spinning attack, hitting several times. Dragon Fang is a combo and pressure tool in the corner. Dragon Fang's use is generally restricted to the corner due to its poor horizontal range compared to the other two followups, but in exchange, it sports excellent damage and guard bar drain. This followup is commonly seen in corner combos as its long hitstun and high damage are essential to Dragon Knight's highly damaging and versatile5[S]loops." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dragon Smash", "text": "2Mor623MTemporarily fully invincible Dragon Knight's reversal and a great anti-air. The second-fastest DP in the game, and boasts enormous horizontal and vertical range that the fastest, Striker's, cannot compare to. Dragon Smash will clip all but the most spaced of blockstrings and anti-air with incredible reliability, though it has a tendency to whiff on crossups. Of course, if this whiffs or is blocked, it's immensely punishable thanks to its long, CH-state recovery. Being fast, invincible on frame one and having an easy input, Dragon Smash is a good reactionary answer to many situations. For example, it can be used to answer Berserker and Inquisitor j.M on reaction, or Berserker 4S. Dragon Smash is also useful as a finisher, often used after4Mto finish off an opponent. It is not suitable as a main combo ender due to being mana inefficient and having a worse knockdown than4M. Invulnerable on startup Cannot be cancelled with Conversion CH state in recovery reversal" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dragon Warrior Princess", "text": "6Mor236M Gigantic sword swing. Useful as a counterpoke in matchups where the opponent's buttons vastly outrange Dragon Knight's own, or as a long-range punish against certain setup moves like Berserker's Frenzy, or to smack people trying to run at Dragon Knight at ranges where they'd usually be safe. Even if her opponent tries to dodge through this move, Dragon Knight will usually be safe or plus. However, at certain angles, they can jump over it and punish with a falling button. Decent combo tool near the corner as the opponent is forced into an untechable launch state on normal hit. On CH, this gives a hard knockdown, which can be converted into a full combo withj.Sor4Sif close enough to the corner with resources. This makes236Museful as a frametrap, or to smack people trying to interrupt5Mpressure with buttons. Hard knockdown on counterhit" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Biting Dragon", "text": "4Mor214M Mana efficient combo ender and hitconfirm tool. Combo into2Mor5Bto finish off an opponent. A hitgrab that launches the opponent high in the air, setting up a great knockdown for a safejump with j.B. The animation takes long enough that Dragon Knight starts to recovers MP before the move finishes, even if the move put her into exhaustion. Biting Dragon is mostly used after5Sand4S(2)for a knockdown. Though risky, it can be used as a reactionary whiff punish for moves that Lethal Punto cannot whiff punish thanks to its range." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dragon Wing", "text": "j.M AKA Flight. Dragon Wing is a powerful approach tool and a decent mixup tool. Uponj.M's activation, Dragon Knight stops all air momentum and floats. Dragon Knight can move left and right, use any air button, and use Boost Wing while float is active. As a mixup tool, float mix is decent, but mana intensive. Dragon Knight can do TK Dragon Wing to create a mixup situation. From there, she can do: quick overhead withj.Mj.A(sometimes this safejumps) delayed overhead withj.M~Mj.A empty low withj.Mj.Bwhiff2A delayed empty low withj.M~Mj.Bwhiff2A empty throw off options 2 and 4 As an approach tool, Dragon Wing and its followups are useful in tandem withj.Sandj.B. By mixing up these options, opponents will have a hard time anti-airing Dragon Knight. Also,j.Scan whiff cancel into flight, makingj.Smuch safer to whiff in neutral. Dragon Knight will start falling immediately if cancelled intoj.Aorj.B, which is useful if you need to land quickly. Will continuously drain MP while active Lasts until Dragon Knight's MP runs out, but can be cancelled withj.A,j.B,j.S, orj.M~M/4M. Can only be used once per jump Boost Wing (Forward)5M A decent approach tool and air combo extender. Unlike airdashes in most other anime fighters, Boost Wing has a very low and can be used extremely close to the ground, making it decent for a quick, high profile approach option. Float above your opponents main poke height and mount an approach with Boost Wing. Her main confirm fromj.Swith Boost Wing (Forward)j.B. Moves about halfscreen forward Boost Wing (Backward)4M Mostly used for repositioning if the opponent puts her in a bad spot during the flight. Fairly hard to catch due to how fast it moves. Cancel this move intoj.Bto land quickly orj.Sas a last ditch attack. Moves about a quarter screen backward" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "Dragon Sortie", "text": "AS Dragon Sortie's activation hit has a big range in front and above Dragon Knight, making this a very easy and reliable Awakening move to combo into. From any combo that ends with214M, a delay cancel into Dragon Sortie will combo and do massive damage. To land it consistently, wait until the opponent starts falling before pressingAS. No invulnerability, but large disjointed hitbox Dragon Knight exits Awakened state upon use" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight", "title": "Dragon Knight", "section": "External References", "text": "Dragon Knight starter guide by SQuirrel147 Corner throw options guide" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Resources", "title": "Inquisitor", "section": "Intro", "text": "This page is Inquisitor's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Resources", "title": "Inquisitor", "section": "Players to Watch Footage Of", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple These combos are not optimalBnBA staple combo that is simple yet effective.s because they sacrifice damage and corner carry, but they will help you get a feel for the character. Learn them progressively, find the one you can do most consistently, and then play a few games before attempting harder combos. All of the combos in this section can work from any ground starter other than2SGuardAllStartup12Recovery34Advantage-18andMspecials. 2A>5B>5SS>236MUse the easy input (6M) if you have trouble ending it with236M. It's a good fallback if you don't know what to do when you land a hit. 2A>2B>5B>5SS>6S>236MUse more advancing moves to push them closer to the corner, as well as deal more damage. 2A>2B>5B>5S>6S>2S> jc >j.B>j.S▷5M>236MGet used to jump cancels, because Striker makes use of them a lot in combos. In most BnB combos you will jump cancel with a forward jump. No specific timings are required, other than waiting until you land afterj.S, then immediately going for5M. In the corner, instead of ending the combo at236M, you can follow up with a slightly delayed214MGuardAllStartup29Recovery13Advantage+4for ahard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. On the other hand, if you can recognize that you can't reach the corner, you can cancel the lastj.Sinto a delayedj.MGuardAllStartup18Recovery11 + 2 LandingAdvantage-, for a midscreen hard knockdown. 2A>2B>2S> jc >j.B>j.S▷2B>2S> jc >j.B>j.S▷5M>236MLanding afterj.Sand launching the opponent in the air with2Sis the most common sequence you will find in Striker's BnBs. If optimizing for damage, you would usually do2Sdirectly after landing, but you shouldn't focus on that now. Instead, get a feel for the timing of Striker's landing afterj.S, and input2Bas soon as possible with that regard. Once you are comfortable doing these combos in a match, you can try learning aBnBor reading thecombo theory sectionto have a better grasp on how to combo from stray hits." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Combo Theory", "text": "Striker can easily get fullscreen corner carry from anyBnBA staple combo that is simple yet effective.starter in order to get cornerpressureTo attack the opponent continuously and leave little room for counter attacks., damage andokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.. Some of her combos require you to delay normals or specials, but the timings are generally lenient. The following sequences can be used very often in these combos, making it easy to learn BnBs off most starters. By learning them individually you'll have an easier time pieceing the combos together." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Staple combo sequences", "text": "[2S> jc >j.B>j.S]xNThis sequence works easily when the opponent is in the air. It's a great fallback for stray hits. The key to linking multiple loops during a combo is inputting2Sandj.Bas soon as possible, which is made easier thanks to the game's input buffer. If maximizing for damage, you can skipj.B, but the timing is generally not easy. The loop itself is harder to execute when starting from a raw2Sas opposed to mid combo, so you should practice it in a BnB instead. If you're not feeling confident about looping this variation, you can input2BGuardLowStartup10Recovery26Advantage-11~-20or5BGuardAllStartup9Recovery19Advantage-3after landing and then cancel into2Sinstead for generally easier combos, though this will result in less damage. Experiment and find what works best for you. Doubles as an effective way to go into enders. 2S>214M> 66 >4SOTGA very strong pickup, if you can hitconfirm it from Striker's midscreen buttons. Microdash required, unless near the corner. This sequence allows you to go into air diveloops into an ender of your choice, for corner-to-corner combos that deal around 400 damage." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Generic enders", "text": "You can pick your preferred ender sequence based on how much meter you want to spend. All of these work on 100 meter. 214MGuardAllStartup29Recovery13Advantage+4is the ender of choice for corner combos, as it deals a lot of damage and leads to ahard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.. Alternatively, if the opponent doesn't have a lot of meter, it can be a good idea to spend less meter on an ender and instead follow up with aguardbreak string. On any hard knockdown, you can connect withj.SGuardAllStartup14RecoveryUntil landing + 7Advantage~+7to OTG and thenj.Sagain to safejump them - this might require some manual timing. ...2S> jc >j.B>j.S▷5M>236M> dl.214MAn ender that puts you at -30 meter, deals good damage and secures a HKD in the corner. Do the5Mas soon as you land afterj.S. You can go into OTG divekick oki from this. At 100 meter, this combo allows you to loop any hit of corner oki at least twice. In order to avoid accidentally side swapping,214Mmust be delayed minimally. Otherwise Striker may perform the move facing the wrong direction and whiff. In high proration combos, you might have to cancel the 2nd hit of5Minto236M. ...2S> jc >j.B>j.S>j.M▷ OTG5M(2) >236M>214MHighest damage ender, puts you at -49 meter if you started with 100. Delay the5Mfor as long as it takes for you to reach 51 meter, otherwise you can't get a HKD if you're on 100 meter. Go for the previous ender if you're not confident in timing it. Unless you can avoid exhaustion, this ender is probably not worth using. The damage increase is usually under 10 HP, and it will leave you without meter for combos you might get from opening up your opponent on oki - but it could still make the difference in a close round. ...2S> jc >j.B>j.S> dl.j.MLow damage ender for saving meter or when you want to secure a HKD but can't reach the corner. You can go for OTGj.Simmediately afterj.M, unless you're too low to the ground. ...5SS> jc >j.MWhen proration doesn't allow anything better. Situationally, you can microdash into5M(2) >236M>214M, if you're close enough to the opponent and to the corner. ...5M>214MA good option when you recognize that you won't have enough mana for a different ender, but want to end in a bit more damage than justj.M. Does not work after a high number of hits. ...5M/214M/236M>ASIn awakening Striker can cancel any of her metered skills (except for623M) into herAwakening MoveGuardAllStartup20 (2 + 18)Recovery60Advantage-45for a high damage ender in the corner. You can loop236M>214Mfor as long as you have meter, and then cash out withAS." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Sample combos", "text": "A breakdown of what most BnB combos look like. 2A>5B>6S> [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214M Starter:2A Filler for damage:5B>6S Diveloops:[2S> jc >j.B>j.S]x2 Ender:5M>236M> dl.214M 6S>2S>214M> 66 >4SOTG > [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214M Starter:6S 214Mpickup:2S>214M> 66 >4SOTG Diveloops:[2S> jc >j.B>j.S]x2 Ender:5M>236M> dl.214M" }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character If you have trouble looping divekicks with2S> jc >j.B>j.S, check the combos at the end of the tab for each section, for easier alternatives. 2A>5B>6S> [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214MFull corner carry, only works if you go straight into5Bafter2A. 2AAA> [2S> jc >j.B>j.S]x2 ▷5M>236M>214MScaled2Aconfirm with good corner carry. 2A>2B>2S> jc >j.B>j.S▷2B>2S> jc >j.B>j.S▷5M>236M> dl.214MNot corner to corner, still huge carry. Starter >5S>2S>214M> 66 >4SOTG >5S>6S>2S> jc >j.B>j.S▷5M>236M> dl.214MDoesn't work at tip range for some starters. High damage from most midrange buttons. The5Sgives you plenty of time to recognize whether the starter was blocked or not. Thej.Sis prone to drop on small characters, such as Enchantress and Swift Master - in this situation, you can adjust the combo by swapping6Sfor2B.2Bstarter doesn't work on all characters, such as Striker. Starter >2S>214M> 66 >4SOTG > [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214MSlightly more damage than the previous version, but you must go into2Sright away for the 2nd diveloop to connect, which can make it quite difficult to hitconfirm. The2Scan easily whiff if the starter gets blocked or if at tip range, leaving you open for an easy punish. Use this version only if you can consistently hitconfirm, or if you know the starter will connect. Starter >5S> [2S> jc >j.B>j.S]x3 ▷5M>236M> dl.214MAn easier variation that sacrifices the214Mpickup, while still retaining good damage. Instead of5S, you can do any non-light button of your preference, but5Sdeals the most damage. Starter >5S>2S> jc >j.B>j.S▷2B>5S>2S> jc >j.B>j.S▷5M>236M> dl.214M j.S(blocked) >j.A▷5A>5S>2S>214M> 66 >4SOTG >5S>6S>2S> jc >j.B>j.S▷5M>236M> dl.214MStrong corner to corner combo off your overhead option fromj.S. Against small characters (such as Swift Master and Enchantress) or ifj.Swasn't blocked, skip6S. j.S(blocked) >j.A▷5A>5B>5S>6S>2S> jc >j.B>j.S▷5M>236M> dl.214M 623M(1) >214M> 66 >4S>5SS> jc >j.MThe microdash4Srequires a bit of practice, but it's worth the effort. 623M(1) >214M> 66 >4S>5SS> jc >j.M▷ OTG5M(2) >236M>214M>ASBig damage off a DP, midscreen and requires awakening. Depending on the positioning, a microdash might be required afterj.M. CH236M> 66 >5B> [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214MA corner to corner combo that works from fullscreen and midscreen. Begin the dash as soon as possible and hit them with the tip of the5B. CH236M>236M>5M>5B>5S>2S> jc >j.B>j.S> dl.j.MNo microdash required, more damage but less advantage on oki and more meter usage. CH236M> dl.214M> 66 >4S> [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214MHigh damage. Delay the first214Maccordingly, so that it hits them while falling. The microdash is not very difficult, and isn't required if the opponent is right in the corner. j.M▷6S>5S> [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214Mj.Mcan be a decent option for going over low pokes whenj.Sdoesn't have the reach. j.M▷2S>214M> 66 >4SOTG >2S> jc >j.B>j.S▷5M>236M> dl.214MHigher damage, easily hitconfirmable because ofj.M's lengthy total duration." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute Block DP > (66) > CH214M> 66 >214M>B+S>5B>5S> [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214MCorner to corner DP punish that makes use of the white health received from blocking the DP for conversion. Works versus characters with DPs with slower recoveries: BRZ, ... TODO In awakening, you can loop236M>214MintoASfor 853 damage, to make them think twice about trying to DP next time. Block DP > CH6S>214M> 66 >214M>B+S>5B> [2S> jc >j.B>j.S]x2 ▷5M>236M> dl.214MA variation that works versus characters with DPs that have less recovery. Also connects at further ranges than the236Mstarter. At 100 meter, the214Ms must be inputed with the proper motion, in order to regain meter for the ender. This version can be somewhat tricky for punishing DPs that don't build a lot of white health, such as Inquisitor's. Against characters with DPs that have a lot of pushback, the first214Mmight not connect without dashing after blocking the DP. Block DP > CH6S>214M>B+S> 66 >214M>236M>214M> 66 >4S>2S> jc >j.B>j.S▷5M>236M>ASRequires corner and awakening, for massive damage. ToD against Enchantress, Inquisitor and Swift Master." }, { "url": "https://www.dustloop.com/w/DNFD/Striker/Combos", "title": "Striker", "section": "Video Examples", "text": "Striker Combos and Ideas by NuclearTaco" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Overview", "text": "Nen Master is a rushdown character who transitions to midrange once she activates her5Mbuff,ThunderclapGuardAllStartup1Recovery24Advantage-(TC) In neutral (when outside of TC) Nen Master mainly focuses on getting into5Srange in order to install safely on block at the cost of losing her turn. Staying full screen from Nen Master is not advised as she does have anti projectile options through6Mwhich beats most other projectiles,6Sas a meterless fireball she can approach behind. and most importantly4Mas a very strong lunging option that is hard to contest. Once Nen Master has white life to use Conversion, she is easily able to brute force her way into pressure with4M,5S>5MCV. On offense, Nen Master has short range outside of TC, but she notably has an armoured2Sthat is low recovery and +4 on block, making it a good pressure reset when in range. When in TC, her normals all deal a significant amount of chip while remaining only slightly minus on block. Although Guard Cancel may seem like an obvious solution, her2Sremains an issue as it can armour through poorly timed GCs. On defense, Nen Master's faster buttons do not boast much reach, with the exception5S. While both4Sand2Shave armour, it activates late, forcing them to be used as reads. Her2Mhas a good hitbox for anti-airing and has respectably fast recovery, but has a major flaw in that it is a low priority projectile, meaning that it can be beaten with projectile invulnerability or with projectiles of a higher priority. For Cube selection, Nen Master often prefers Gold Cube, as the advantages of a permanent TC eclipse the less relevant bonuses of Clear. However, there are a few exceptions where having MP on hand to prevent guard crushes and chip damage is crucial, such as against Inquisitor, or matchups where you are unlikely to ever reach gold even if you are willing to chip yourself down to it, such as against Grappler. Clear Cube is a well rounded selection that helps Nen Master in all aspects of her gameplay; extra movement speed for neutral, bonus MP recovery for managing TC and being able to convert off stray hits, and additional chip damage for more threatening TC pressure. Nen Masteris classified as aStandardtype. She is an all-rounder character that enhances her abilities with theThunderclapGuardAllStartup1Recovery24Advantage-install. Threatening Thrust: Nen Master has one of the best thrust moves in the game in4Mthanks to frame 1 projectile invincibility and being covered by a lingering projectile hitbox. If the strike is interrupted, the projectile will still launch the opponent. Though unsafe, the reward on whiff punishing with4Mis immense. With Conversion, it steals turns during neutral easily. Plays Neutral at Any Range: With the high threat ofThunderclapGuardAllStartup1Recovery24Advantage-, the gamestate usually revolves the opponent respecting it by either preventing activation or waiting out TC's timer. However, Nen Master can counter-zone with her high priority6Malongside her anti-projectile4M, can send out a projectile to help her approach with6S, or can simply activate5Mand run in when her Clear Cube is active. Intense Chip Damage: In TC, each of Nen Master'sAandBnormals deal a high chip while being hard to contest. Blocking her for too long can put the opponent into a single touch situation, especially if the opponent overuses IS. To compliment her chip gameplan, she also has an anti-GC option in2S, which also enables pressure resets. Character Specific Instant Overheads: Nen Master is able to hit and combo off a rising overhead on some characters of the cast, greatly increasing her threat level when coupled with her high chip damage. Neutral Reliant on MP: Without TC or MP, her only worthwhile normal to use in neutral is5S. Without MP, Nen Master is also unable to carry to corner, which means no oki at all as her4Sender sends opponents full screen. Poor Defense and Survivability: Nen Master outside of TC has poor range normals. While she has an invincible reversal in2M, it's slower than average and also a projectile which means that it cannot be used versus certain setups. Coupled with the facts that she's very reliant on CV to get pressure started and her lower than average HP, she's often forced to gamble her life on even a strike/throw situation after being hit by a single combo." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Unique Mechanics", "text": "Awakening Effect: activates when entering Awakening mode at 30% HP or less. Thunderclap: Nen Beast of Lightis permanently active. Awakening Effect: activates when entering Awakening mode at 50% HP or less. Increased Movement SpeedIncreased Passive MP Recovery SpeedIncrease White Damage dealt on block" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "5A", "text": "Nen Master's fastest button. On its own, its range leaves a lot to be desired and it can be low profiled. One of the best jabs in the game, being quick, far reaching and even advantageous on block when properly spaced. Its speed and reach occasionally lets Nen Master contest her opponents even she's disadvantaged." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "5AA", "text": "Surprisingly good range so it can be used to catch forward rolls. Jump canceling this into eitherj.Aorj.Sis pretty good for pressure. Gains massive reach upwards and forward, hitting even farther than5Band2Bwill during Thunderclap. All around strong button." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "5B", "text": "Mediocre blockstring and combo filler button with poor range that can whiff against crouching opponents. A strong anti-air option, good midrange poke, and its only weakness of being crouchable is somewhat made up for by gaining access to5BBas a cancel option even on whiff, making it an excellent tool." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "5BB", "text": "Only available duringThunderclapGuardAllStartup1Recovery24Advantage-. It staggers on grounded hit, giving enough hitstun to dash up and link another5BB. It also can be used to catch forward rolls. Being very advantageous on block on top of having cancel options makes this a scary button to try to contest after blocking. Amazing button, use it and abuse it." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "2A", "text": "Fast and surprisingly good range. It can be staggered into itself 3 times. Longer range and becomes neutral on block when spaced. Nen Master's options during Thunderclap will leave your opponents hard pressed to try and do anything after blocking this even if not canceled into anything." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "2B", "text": "Standard low sweep that can be used to low profile certain high hitting moves. Not particularly fast nor does it reach very far, it is serviceable for when you need to hit low, but otherwise isn't a great button to press in neutral. Causes a hard knockdown, allowing a combo into unusual options like2Sorj.M. The extended hitbox is not a low." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "j.A", "text": "A very fast move that hits directly below Nen Master. If done immediately after jumping, this will hit many characters crouching for an instant overhead which combos intoj.S. Not very good for anything else. IOH works against: Brawler, Hitman, Ranger, Vanguard, Launcher, Troubleshooter, Monk, Lost Warrior, Grappler, Crusader, Ghostblade, Spectre Does NOT work against: Swiftmaster, Berserker, Enchantress, Battle Mage, Dragon Knight, Kunoichi, Inquisitor, Striker, Nen Master The extended hitbox is a mid, and is arguably the only move where Thunderclap is not particularly relevant." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "j.B", "text": "By itself, it is a bog standard jump button of no particular note. One of the most oppressive buttons in the game. It reaches very far below Nen Master, enough for her to hit even crouching opponents with a risingj.B. On hit, this will link intoj.Afor a full combo, on block it will safejump DPs withj.A. This incredible normal becomes a way to reset pressure, punishes attempts at poking out, and lets you safely approach from the air all at the same time." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Throw", "text": "A+B +2 on hit. Midscreen, throwing your opponent will give them access to conversion and a chance to use it in neutral, which may not be worth it, so midscreen throw should be avoided in certain matchups." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Dodge", "text": "6G" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Backwards Dodge", "text": "4G" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Guard Cancel", "text": "6B+S" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Flash Bolt", "text": "5S A long-reaching advancing kick used for approaching as well as juggling in combos. Fast startup, long range and high damage; this is one of Nen Master's strongest threats in neutral, especially when she doesn't haveThunderclapGuardAllStartup1Recovery24Advantage-. Its only weakness is its poor cancel options, as everything it cancels into is either unsafe or unthreatening. Conversion covers this weakness and turns it into a monster of a neutral tool, making it one of the best ways to spend white life." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Leonine Roar", "text": "2SCan hit a knocked down opponent off the groundSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves An armored move that hits all around Nen Master and launches. Despite its lenghty startup, this is an excellent move that can be used in blockstrings to bait Guard Cancels and some DPs, and still retains advantage even if they block. It's one of her best starters for damage should it land, and the armor often leaves you with white life to work with. It can also be used in neutral to stop and punish predictable approaches, and its short recovery on whiff makes it difficult to punish. Despite the visuals, this move is a strike, not a projectile." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Nen Blast", "text": "6SIs a projectile property attack A slow-moving projectile that Nen Master can approach behind in neutral. It becomes advantageous when spaced out, letting Nen Master keep plus frames in the corner when pressuring. It can be low profiled however, so be wary of opponents with good long reaching lows." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Fallen Flower", "text": "4SInflicts hard knockdown on hitSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves A very close-range armored hitgrab that knocks down. The typical combo ender for Nen Master as its long animation gives her time to regain MP. Other than fringe cases, this move should not be used outside of combos, as it is terribly unsafe on block and only has other unsafe cancel options, does not lead into anything on hit midscreen and can't be comboed out of at all withoutThunderclapGuardAllStartup1Recovery24Advantage-or Awakening even in the corner." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Lightning Wave", "text": "j.SIs a projectile property attack A projectile property move that will stall Nen Master's air momentum to hit below her. It is very advantageous when done low to the ground. It can be used to alter her jump arc, to bait and punish lows, or to fill blockstrings by jump canceling into it. A core part of her combos as it ground bounces on air hit." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Thunderclap: Nen Beast of Light", "text": "5M Activates an install state, which lasts for approximately 300 frames, indicated by theicon. ThunderclapGuardAllStartup1Recovery24Advantage-enhances the range of herAandBmoves, gives them white chip damage on block, adds5BBas an additional move, and enables use of5M~M. A core part of her kit, activating this state should be Nen Master's primary goal in neutral, as it makes her far more threatening than she is otherwise. The range increase portion of Nen Master's normal attacks are considered Projectiles." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Saint Illusion", "text": "5Mduring ThunderclapIs a projectile property attackCan hit a knocked down opponent off the ground Ends theThunderclapGuardAllStartup1Recovery24Advantage-state in order to fire out a series of projectiles that hit OTG. When properly spaced out, this move is plus on block, letting Nen Master restart her offence at the cost of losing Thunderclap, which can be worth it if it's about to run out." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Focus", "text": "2Mor623MTemporarily fully invincibleIs a projectile property attack" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Inhalation Shot", "text": "6Mor236MIs a projectile property attackInflicts hard knockdown on hit" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Lightning Strike", "text": "4Mor214MTemporarily invincible against projectile property attacksIs a projectile property attack An advancing dash attack that launches high on hit. This one move alone will define certain matchups and neuter entire game plans. It is fully projectile invulnerable on frame 1 and lunges forward a long distance, and leads to a full combo on it. It outright stops some projectiles from being usable against Nen and will force characters to be very careful with their offence. It also has a lingering hitbox after the initial hit, making most trades with it go in your favor." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Thirteen-Palmed Dragon of Light", "text": "j.MIs a projectile property attackCan hit a knocked down opponent off the ground A shower of projectiles leading into a diving strike. Oddly enough, the small projectiles have immensely high priority and will outright delete every other projectile in the game. While safe on block, this move is a bit slow to come out and can be punished on whiff, making it risky to use in neutral without Conversion to back it up." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master", "title": "Nen Master", "section": "Flame Insignia Dragon Wave: Origin of Everything", "text": "AS Has a deceptively large hitbox despite the animation. Easily comboed into in the corner after4S,5M~Morj.M." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Combos", "title": "Monk", "section": "Basic Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Combos", "title": "Monk", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Combos", "title": "Monk", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Combos", "title": "Monk", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Combos", "title": "Monk", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Combos", "title": "Monk", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Gameplan", "text": "Hitman's general gameplan in most matchups is to secure hits into a4Shard knockdown in order to begin his safejump vortex. Where the challenge begins depends on the matchup - as a generalist, Hitman has to adapt to his opponent's gameplan accordingly. For example, against characters with shorter reach like Grappler and Striker, you can generally opt to use his long range disjoint buttons to poke and pressure safely from a distance. On the other hand, against zoners or other characters that have superior reach, Hitman lacks any anti-projectile or safe approach tools, forcing him to rely on universal system mechanics to get in patiently. Once in, Hitman's goal is generally to pressure via safejump mixups looped into more hard knockdowns until the opponent dies. His gameplan can change dramatically in awakening, where whiff punishing or landing a reversal can be a game ending threat as his combo conversions become much more damaging and reliable, allowing him to play far more patiently due to the opponent being forced to respect Shattering Strike followups." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Midrange", "text": "Hitman has a lot of solid buttons for multiple distances in the midrange.2Bis one of his best pokes with5Aalso being a solid option, having faster startup but a bit less range.5Sis also a solid to just put up a large hitbox, though note that this can be slid under and is awful on whiff due to playing the full animation out no matter what.6S, while not being great in neutral due to slow startup, is great in hit confirms and blockstrings, being able to close the distance to convert into followups when Hitman is able to connect with his other long range options.5Mis a slow, huge, but risky call out in midscreen - its gigantic hitbox makes it powerful at beating airborne opponents preemptively, and is devastating on counterhit, crumpling a grounded opponent which lets Hitman run up and begin his most damaging combos via2Sor5M." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Full Screen", "text": "Against opponents that want to be fullscreen, Hitman unfortunately lacks options to approach safely outside of universal options, such as run blocking, jumping, and rolling. When the opponent is one that wants to play close and Hitman is fullscreen, then controlling space to force the opponent approach is usually the way to go as Hitman. His standard Midrange options listed above work just as well when the opponent starts to approach." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Up Close", "text": "Up close is where the slow startup of a few of Hitman's normal options tend to become an issue.5/2Aare the usual go to moves to stuff the opponents options. Grab is also an option to open up an opponent that is respecting Hitman's strike options. At worst, Hitman still has a decent reversal in623Mto fall back on to get out of a sticky situation, which becomes much more reliable and threatening in Awakening." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Offense", "text": "Hitman's offensive pressure really starts when the opponent is made to block either a236Mor a5B.5Bis Hitman's safest normal at -2 on block, allowing him to leverage the threat of his cancel options to reset pressure or go for throws which also allow him to continue pressure. Once Hitman is able to get a solid hit, the main routes for combos will usually lead into either the2S>5Mloops for damage or a4S>4SOTG for a HKD and oki. If the opponent is fully respecting Hitman's pressure options on block, he can opt to go for a 100 mana start guard crush sequence: 5A>5B>2B>2S>6S(1) >236M,5A>6S(2) >236M,5A>5S(1) (whiff strikes)5S(3) >6S(1) > Guardbreak5Mcombo starter > ...The sequence works when a5Ais blocked close-up, as the opponent will be close enough for 236M >5Ato connect.5Sleaves a contestable gap during the whiff before the gunfire which can bait DPs depending on range and active frames.236M>5Ais not a true blockstring, but is a pressure reset frametrap that should beat optons that are not invincible and slower than 6f. The6S(2) >236Mportion must be done precisely on two hits of6Sin order to make the following236MDP safe, as the spacing of6S(1) leaves Hitman too close to beat most DPs." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Defense", "text": "2Band5Sare solid pokes against grounded opponents.5A,j.A, and the second hit of2Scan all work against airborne opponents.623Mand5Mare able to deal with both but the reversal can be reliably safe jumped due to its poor vertical reach, or outright baited. While5Mis a powerful haymaker option, it has slow startup letting it get stuffed easily by a close range opponent. Since his anti airs are powerful but slow, instead of reacting to airborne opponents, Hitman players will often need to condition the opponent to jump in order to score rewarding hits as a read." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Anti Air", "text": "Hitman's best anti air moves are5A, Risingj.A,2S,5M, and623M: 5Ais one of his fastest normals paired with a very solid vertical and horizontal reach, making it his most effective reaction anti air against descending foes. On hit, it also reliably converts into combos that carry the opponent towards the corner. Risingj.Ais a fast and effective air to air confirm thanks to its multi hit nature, that can lead into a HKD thanks toj.M. The large disjoint also helps it beat opposing air to air attempts, though at longer ranges it may not convert into anything 2Sis a slower option, with the second hit only activating at 22 frames, but it has a gigantic hitbox, covering wide space in front and above Hitman. On air hit, it yields some of the highest returns of all his anti airs, confirming into5Mfor loops or starting other combo routes. 5M, while his slowest anti air, can be Hitman's most rewarding one depending on spacing and resources. While it hits hard, covers a lot of space, and leads to great return on hit, it is very slow which requires it to be used preemptively, and if hit too far away it can be impossible to get an actual combo. On air Counter Hit, it forces a hard knockdown which lets Hitman get an OTG4S. 623Mis Hitman's invincible reversal and as expected can be used as an anti air, but the first two hits have virtually no vertical reach while the third hit does, meaning it must be used against opponents jumping deeper compared to the timing other characters may prefer to use their reversals at." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Conversion", "text": "Conversion primarily helps Hitman in two areas, Mixups and Combo Conversions." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Mixups", "text": "Conversion lets Hitman get a true 50/50 thanks to his instantj.B, as normally it must be delayed to convert into anything but with conversion it can be linked into a fallingj.Borj.Swhich can then link into a full combo. This 50/50 comes due to it being instant, forcing the opponent to guess between it and a2Awhich leads into a full combo on its own.Hitman also gets to run his RPS mixup on block by using conversion during a blocked236M, as this lets Hitman run up to the opponent while they are still blocking the236Mprojectile and run his2A/Slight Delayj.B/Grab rps." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Combo Conversions", "text": "Conversion can let Hitman fully confirm into a combo when something goes wrong that would cut a combo short, such as the opponent being in the air or a spacing issue. This will normally be done by using conversion on236Magainst an aerial opponent to continue the combo, or after a5Mlaunches the opponent too far to get another2Snaturally during his loops. Another example could be using Conversion on a long range2Bhit in order to microdash in and launch with2Swhere it would otherwise whiff." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Strategy", "title": "Hitman", "section": "Fighting Guard Cancel", "text": "Thanks to Guard Cancels leaving white health for the opponent, Hitman can make use of it to get back in by using a6Sand conversion cancelling it should it whiff, which circumvents the move's greatest weakness." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Matchups", "title": "Dragon Knight", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Frame_Data", "title": "Lost Warrior", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Ranger/Starter", "title": "Ranger", "section": "Intro", "text": "Golden Cube: Load Revolver Activates at 30% HP or less. Grounded MP Skills can be cancelled into other MP skills. The two biggest benefits of this Awakening Effect is cancelingWild Shot (2M)GuardMidStartup13RecoveryAdvantage-27on hit or block or to cancelDeath Hawk (4M)GuardMidStartup30RecoveryAdvantage+62on start-up. The former allows Ranger to use reversals more liberally as it can be made safe by canceling intoDeadly Approach (6M)GuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7*or to convert a reversal into either high damage or grenade oki. The latter makes Death Hawk a significantly stronger neutral and offensive tool by allowing Ranger to punish the opponent's counter play on reaction (Wild Shot to stuff mashing and reversals or Deadly Approach to deny rolls and jumps). Load Revolver requires planning and practice to use effectively. Its benefits are less broadly applicable than Sudden Death which can immediately cripple the opponent's offense and defense off any hit. Beginner and even intermediate players should avoid Load Revolver while more advanced players should swap between the two depending on the match-up. Clear Cube: Sudden Death Activates at 50% HP or less. All attacks (except Awakening Skills) inflict theRevengedebuff on hit. Lasts 7 seconds, reapplying the debuff resets the timer. Reduces the opponent's damage by 25%, defense by 33%, and MP regeneration rate by 33%. Ranger has two main playstyles and moves that help enforce each style. Hardcore keepaway 5AGuardMidStartup12RecoveryAdvantage-10~-3is used as a low commitment tool to interrupt the opponent's approach or their ranged tools 5BGuardMidStartup16Recovery28Advantage-12~-4is your primary long range tool. Applies pressure from full screen to whittle down opponent's guard bar. 2BGuardMidStartup15Recovery32Advantage-18~-10knocks down the opponent on hit, creating more distance on hit. j.BGuardMidStartup13RecoveryAdvantagecan be used to retreat and attack at the same time. End combos inSurpressive Barrage (5M)GuardMidStartup15RecoveryAdvantage-10to force opponents back to fullscreen and remove white HP. Midrange pressure 2AGuardLowStartup7RecoveryAdvantage-6is your fastest move and has great range with little recovery Confirm longer range hits into2SGuardLowStartup18RecoveryAdvantage-12~0for corner carry and damage Deadly Approach (6M)GuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7*can be used to intercept air opponents and escape corner IfDeath Hawk (4M)GuardMidStartup30RecoveryAdvantage+62is blocked, you can use the blockstun to reposition Safely end pressure with4SGuardMidStartup15RecoveryAdvantage-7or begin pseudo-rekkaA series of special attacks that are only available after the first one is performed.pressure with5SGuardMidStartup10RecoveryAdvantage-3Pressure Structure Ranger has few gapless options and thus relies on resetting his pressure in the midrange to force opponents to make commitments to contest. The safer places to restart your pressure are on2A,5B,5S, and4S Due to the oppresive nature ofDeath Hawk (4M)GuardMidStartup30RecoveryAdvantage+62, the opponent will usuallyRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.in reaction to the flash of MP moves. Cycle between4MGuardMidStartup30RecoveryAdvantage+62,5MGuardMidStartup15RecoveryAdvantage-10, and6MGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7*during pressure midscreen to catch different anti4Moptions Ending a combo withj.SGuardMidStartup183RecoveryAdvantageforces your opponent to respect the grenade since it does not disappear when Ranger is hit. This allows Ranger to take more risks with pressure resets or go for guard break While Ranger deals fairly low damage, with the correct combo, he can bring the opponent to corner from anywhere on the screen 2S>4S>5MMis a very simple ender, meant for players new to Ranger or for matchups that focus on staying far away from the opponent Starter >6S>6SS, dl.j.B,5S>6S>6SS,j.Sis your basic meterless combo Starter >6S>6M,2B>2S> dl.6S~S,j.Sis an example of how to use6Mto swap sides for better positioning Starter >2SOR6S>214M,5S(214Mexplodes),2S>4S>5MMis an example of a combo for basic usage of MP for damage. While it does not providej.Sknockdown, it puts Ranger in the midscreen while putting the opponent in corner, giving him good spacing to adopt either playstyle Starter >2S>214M> 9 >j.S> land, 66 >2S>4S>6S(3)~(!j.S)S> land,2B>6S~S>j.Sis a harder combo, but essential for higher levels Ranger play. The combo is MP positive, carries to corner, results in corner grenadeOkizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., which is the optimal knockdownCombo Starters 2Ais your fast and a low, but has badprorationA method of combo damage reduction. Specific types of proration have specific names, but each type reduces the amount of damage subsequent attacks in the combo will deal by a specific amount.; it's best to focus on repositioning when landing this move 5Sis a great starter due to its ease of confirmation, especially on counter hit While confirming off the explosion can be difficult,j.Sis one of your best starters. Ranger's neutral gameplan focuses around forcing the opponent to block4MGuardMidStartup30RecoveryAdvantage+62for high chip damage, guard damage and free positioning. Both5MGuardMidStartup15RecoveryAdvantage-10, and6MGuardMidStartup22Recovery12(air)+ 8(land)Advantage+1 / -7*are used mid-blockstring to counter options that would otherwise beat4M 5Mis used as a disjointed anti-air as well as a safe pressure, ender while6Mis used as a midrange air-to-air with capabilities to extend pressure off of it. j.MGuardMidStartupRecoveryAdvantageis commonly used as a throw bait, or to extend pressure off of a blockedj.A,6SS, or6MUtilising White Life Conversion mechanic = CV Ranger can omit using white life for CV to force apporaches In pressure, CV after2Sor4Mto prevent the opponent from countering their gaps In neutral,5M(6) CV is one of the best neutral tools in the game. 15f startup, corner carry on hit, anti-airs, disjointed, enough blockstun to gapless into4Mand CV not mandatory to stay safe After getting a hit, Ranger can choose to pick betweenj.Sand5Mfor enders. 5Mputs the opponent fullscreen, forcing them to approach j.Senables mix and strongerokizemeFrom Japanese \"起き攻め\".Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups., putting Ranger in ideal midrange with a grenade covering himGrenade Setup Grenade setups, while still possible midscreen, show their full potential in corner, meaning Rangers should prioritize corner carry over damage Ranger'sj.SGuardMidStartup183RecoveryAdvantagegrenade is constantly a threat, even when Ranger is blocking or being comboed. It will only explode prematurely if it touches another move with projectile properties. In addition, by timing the grenade to explode at the right time, it can make4Mgapless, forcing opponents to Guard Cancel to avoid getting guard broken. There are two primary ways of setting up grenade: 6SS,j.S 6SS,j.MM,j.S,j.B After setting up grenade, Ranger becomes more flexible in how he applies pressure with the added security and opportunities provided by grenade With a slight delay, Ranger can combo his throw into the grenade explosion, allowing him to reset the grenade Grenade potentially creating gapless guardbreaks for Ranger forces opponents to make quick decisions With proper timing, Ranger can reapply a grenade as the previous grenade explodes, forcing the opponent to guess against midrange pressure Getting Guard Cancelled gives Ranger white life while the opponent stills need to block the grenade afterwards Even if the opponent makes the correct read against Ranger's midrange pressure resets, they cannot capitalize off the hit due to grenade" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Frame_Data", "title": "Vanguard", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Strategy", "title": "Inquisitor", "section": "Neutral", "text": "There is really no getting around the unfortunate truth that Inquisitor has the slowest normals in the game. To put this into perspective, they are as slow as Crusader's normals, or in some cases, one frame slower. Predictably, Inquisitor's neutral game suffers because of this, as she is very susceptible to being counter hit. The only real advantage that Inquisitor's normals have, is that most of her moves are safe on block, with her5AGuardMidStartup10Recovery17Advantage0and5AAGuardMidStartup13Recovery14Advantage+1being 0 and +1 on block, making them the safest normals in the game. Her2BGuardLowStartup18Recovery24Advantage-4and2SGuardMidStartup20Recovery20Advantage-8are her notable exceptions being -9, and -14, respectively. All of this means, that Inquisitor needs to play a more careful and deliberate neutral, choosing her moments to swing carefully. However, if she isn't recklessly throwing out moves, she is hard to punish on block. All is not lost however, as if Inquisitor is willing to spend MP, she can trivially lock her opponents down withFlege's Firebomb (5M)GuardMidStartup45Recovery10*Advantage+37. While spamming5Mis discouraged, the MP cost is cheap enough that she can use it to pressure opponents with some regularity, without damaging her overall damage potential too much. Over reliance on this move will lead to your opponent simply rolling or jumping out of it, as well as greatly limiting your follow up damage potential should you get a hit, as you will likely be starved for MP. Inquisitor'sj.MGuardMidStartup12Recovery26Advantage-1is also a fantastic MP attack to use in neutral, as it isextremelyactive, catches jump ins, is safe on block, and leads to a (nearly) full combo on hit, via5BGuardMidStartup16Recovery17Advantage+1OTG. In many cases, her4SGuardMidStartup34Recovery17Advantage-7and5Mcan be used to make pressure strings safer due to her jump back, with4Sgiving up her turn, and5Mallowing her to keep up the pressure. Inquisitor's5Bis her go-to anti-air for catching jump ins, and while it can lead into a full combo, its reach isn't amazing. However, her2Shas huge range, and leads to her highest damaging combos, but due to2S's whopping 20 frame startup and being -14 on block, its better suited to a hard call out anti-air. Cut-in Dash (6S)Guard-Startup0Recovery25Advantage-is a good way to close space, but it is reactable if used too predictably, especially to throw.Cut-in Bash (6S~S)GuardMidStartup12Recovery35Advantage-16is almost never a good choice to throw out in neutral except to whiff punish and catch jumps at long range, as it is very unsafe on block, and cannot be cancelled into anything to make it safe. If you're going to use6S~Sin neutral, you must be sure it will hit. During Inquisitor's Awakening, all her MP skills start recharging as soon as the move is used, meaning two things. First, she no longer has any reason to use technical inputs, and second, she can be much more liberal with her MP attacks in neutral." }, { "url": "https://www.dustloop.com/w/DNFD/Inquisitor/Strategy", "title": "Inquisitor", "section": "Mixups", "text": "Conversion mixups listed further down" }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Neutral", "text": "Launcher's approach to neutral is unique. Every move has a specific purpose for different situations and as such you must get used to knowing which move to use for any given situation. Your goal is to make use of hervarious frame trapsand bait the opponent into guessing incorrectly during their approach. Launcher has 3 main pokes:5A,5Band6S. Your main neutral poke and conditioning tool is5A. It's the corner stone of your pressure and combos. Due to it being very difficult to contest at max range (without a counter) most characters are forced to approach from the air to get past it. This allows you to make use of very high damaging2Sroutes on a correct read. 214Mis a useful tool for setting up zoning. It covers both the air and ground and persists even when Launcher is hit, making it a great way to throw out typically risky moves in neutral such as2Band5S. When used after a blocked5Sor6Sit can create safe gaps for you to advance and continue pressuring opponents into the corner. 5Bis very strong near max range. It reaches about 3/4 of the screen, is quick and when paired with6MGuardAllStartup30Recovery39Advantage+38~+48at max distance can create unrollable and unjumpable sequences. You can easily catch opponenets trying to rush in through gaps in your zoning and most times follow up with either4Sor5M. Rolls however will still cover the entire duration of held5Bso be careful using this when not at least max distance." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Blockstrings", "text": "Launcher has very few true block strings. She instead relies on usingframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.s to captilize on opponents eager to get past her zoning. 5A>5AA>6SWill catch rolls, jumps and back dashes from round start distance. 2A>5A>2B(whiff) >4SWill catch rolls but loses to back dash midscreen andHit ThrowAn attack that animates like a throw if it hits you, but is blockable like any attackstyle moves. If you catch a roll attempt with4SGuardLowStartup18Recovery25Advantage-11~-17then2Bwill be auto timed for asoft knockdownA knockdown that puts the character into a state that may allow the character to get up off the ground earlier than a Hard Knockdown, giving the offender less options for continuing offense.that can be followed up with a meaty5A. 2A>5A>2B>2SCatches jumps and can catch rolls but they must be reacted to. The timing for reacting to rolls differs depending on the character. 5A>5AA>5B>5MWill beat everything except rolls and frame 1 projectile invulnerable moves. 2A>5A>5A>5AAA good stagger pressure sequence that will catch mashing. Loses to jumps and midscreen back dash. 5A>5AA>5B>6MA very good pressure sequence that will cover most options that aren't projectile invulnerable moves or full screen pokes. From round start distance it will catch immediate rolls, jumps and back dash. For delayed rolls Launcher will recover fast enough to punish recovery frames with2A. j.A(whiff) >j.A>j.S>5A>5AAMostly used inokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.situations.jSis blocked low enough to the ground to make the follow-up5Aplus and will catch rolls with5AA. You can also bait rolls2A> throw or2A>2AafterjS. The setup loses to DP reversals on the secondjAand5Aif not spaced correctly. 2A>2B>5S>6MA good option to use if you find yourself too close for comfort and need to create space. The gap between5Sand6Mis short enough to beat projectile invulnerable moves likeCrusader's5MGuardMidStartup15Recovery64Advantage-14. However, it loses to frame 1 projectile invulnerable moves likeStriker's6MGuardAllStartup18Recovery28Advantage-8and most DPs (that will reach)." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Okizeme", "text": "Launcher has a multitude of ways to end combos and continue pressure afterwards from a safe distance. What kind of oki you go for will depend on the ender you used or how much mana you have (or both). 4S>236M> 44 >2B>5S> 66 >5A>5SA very common setup to lead into that leaves Launcher between +6 and +7. You can opt to do2B>4Safter the blocked5Ato position yourself closer while also setting up a frame trap for jumps and rolls. NOTE: some characters, likeCrusader,GrapplerandVanguardto name a few, have strange hurt boxes that cause2Bto go off early and nullify any damage. For these characters you'll need to make a slight adjustment and walk back after the back dash to ensure2Blands right in front of them before going off. 5A>5AA> [5B] >4S>236M> dl.5S>214M(2) >4S>623MGreat for squeezing out extra damage to close out rounds or to strip away white health. Launcher is +23 on hit and within5Ain the corner making it always her turn after using this move. 2A>5A>5AA> [5B] >5S>6S>4S>236M>5S>214M(1) > 44 >2B>5S> 66 >5A>5SGood for when you're low on mana and need a cheaper alternative to236M. If you do have the extra mana to spare this can normally be used after236Mfor more damage. 5A>5AA> [5B] >5S>6S>4S> 7j.A(whiff) >j.S(whiff)After landing from4Shold up back and then do risingj.Atoframe killA technique where specific attacks or inputs are used to \"kill time\" to make timing a specific setup easier.and set up for a meaty5A. 4S>236M>j.M>j.S(whiff) >4S> 44 >2B>5S> 66 >5A>5SSimilar to236Moki. 4S>236M>j.M>j.S(whiff) >j.S> 8 > 44 >2B>5S> 66 >5A>5SAfter landing fromj.Shold up for a neutral jumpframe killA technique where specific attacks or inputs are used to \"kill time\" to make timing a specific setup easier.. From there it's the usual 44 >2B>5S. SprigganGuardLowStartup18Recovery25Advantage-11~-17is one of Launcher's many combo enders and gives a hard knockdown. There are several options available after this move: 4S>236M> 66 >4S>236M> 66 >4S>623MYour go to option for combo extensions that provides excellent corner carry. 5S>214M(2) >5S>4S>623MSacrifice oki for damage and stripping away white health. 4S>236M>5Sx2 >4S>j.S>2BCan be used to squeeze in an extra bit of damage and regen mana if you haven't reached thehitstun decay limitA game mechanic where the character who is being hit in a combo will suffer increasingly less hit stun as the combo gets longer. After a while, the hit stun will be so low the combo will drop.. The go-to option for closing out a round. Adds the equivalent of 1.5-2x the damage of a nuke in any given combo. A strong oki option if available. For more details read thededicated section below. An excellent oki option outside of the corner. From most positions on the screen the grenade will automatically land on the opponent and hit them meaty rightafterLauncher recovers, creating a situation somehow similar to a safe jump where you can block for an instant to avoid any DP and then resume your offense. The only way the opponent can try to escape this is by backdashing, which leaves them far away at a disadvantage. You can prevent backdashing by inserting a micro dash just before2B, however it will no longer hit meaty and leave you open to grabs. In the corner the grenade will go past the opponent and explode after they wake up. You can delay2Bslightly to make it hit meaty in the corner. The simplest way to guarantee your turn after4S. Both hits of214Mwill cover all options except roll, but Launcher recovers quickly enough after214Mto make this a non-issue. This is also a great way to get a guaranteed side swap with a micro dash dodge roll." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Quantum Bomb setups", "text": "Quantum BombGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage+38briefly halts Launcher's air momentum. She can act starting from the very frame she throws her hand forward. What you follow up with depends on your position/advantage. For example inokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.situations you can dash up and cancelj.Minto ameatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.2A/5Aor grab, creating a threatening strike/throw mixup that is especially effective against opponents in awakening. In most cases you can use2Bas either an airresetPurposefully ending a combo early in order to perform a mixup in order to deal more damage.orframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.to setupj.Mwith the least amount of risk. Here are some scenarios in which you can safely setup nuke pressure, which leads to either big damage, big guard damage or massive guard break sequences: 5A>5AA> [5B] >5S>236M>2B(whiff) >j.A>j.M>j.S(whiff) >j.S> dl.5Sx2 >6S>4S>623MTech TrapThe act of hitting someone trying to air tech during an air combo in an anime game or team game.after2Bair reset that can combo into nuke. 5A>5AA> [5B] >5S>236M>2B(whiff) >5S>j.M>j.S(whiff)Useful for catching rolls and jumps as well as trading with non-cenimatic DPs. You can tech trap with2Sto catch opponents mashing mid-air. 5A>5AA> [5B] >5S>236M>2B(whiff) >5S>j.M>j.S(whiff) >2A>5A>5AA> dl.5Sx2 >6S>4S>623M 5A>5AA> [5B] >5S>236M>2B(whiff) >5S>j.M>j.S(whiff) >5A> dl.5Sx2 >6S>4S>623M 2A>5A>5AA> [5B] >5S>236M>j.M>j.S(whiff) >2B(whiff) >2A>5A>5AA> 9j.S>5S>6S> [5B] >5S> dl.6S>5S> dl.6S>5S>214M(1) > dl.jc >j.M>j.S(whiff) >4SA very strong setup. The meaty 2B forces the opponent to block on wake up allowing you to safely continue pressure afterwards with5A. Usingj.Mbefore2Bafter236will leave a rollable gap on wakeup and just before the nuke hits but leaves you in a better position for an optimal5Spost guard break route. 4S> 66 >j.M>j.S(whiff) > throw > dl.5Sx2 >214M(1) > jc >j.M>j.S(whiff) >j.SBeats dodge roll and blocking. 4S> 66 >j.M>j.S(whiff) >5A>5AA>6S> dl.5Sx2 >214M(1) > jc >j.M>j.S(whiff) >j.SBeats jumping and back dashing. Loses to DP, throw and dodge roll. You can substitute5Awith2Ato beat armor but it will lose to jumping and back dashes." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Defense", "text": "Launcher's primary defensive tools are2AGuardLowStartup7Recovery22Advantage-6,2BGuardAllStartup15Recovery40Advantage-15~+24,2SGuardAllStartup16Recovery31Advantage-6, and623MGuardAllStartup18Recovery45Advantage-32as well as making good use of universal mechanics likeDodge Roll(+),Conversion(+) andGuard CancelGuardAllStartup23Recovery44Advantage(++). Being one of the characters on thelower half of the health spectrumand having anaverage guard valueyou'll be put into 2 touch and guard break scenarios often against most the cast. While it may sound obvious your best defense is to avoid getting hit, as that immediately puts you at a disadvantage with Launcher's weak defensive options. Luckily Launcher's enormous range allows her to challenge certain setups and pressure sequences where other characters simply cannot contest (Inquisitor's214MGuardMidStartup40Recovery30*Advantage+166orDragon Knight's5MGuardMidStartup18Recovery10Advantage+18calls for example). When it comes to using dodge roll inokiShort for \"Okizeme\"Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups.situations always assume your opponent has a roll safe setup before weighing other options such as DP or simply just blocking. Take the time to study your opponent's block strings and habits so you can more easily find gaps in pressure to escape and either reset to neutral or steal your turn back." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Anti Air", "text": "2S>214M(1) > 66 > dodge > [5B] >5S> dl.6S>4S>236M> dl.j.M>j.S(whiff) >4SA great response to jump ins. When timed correctly you can utilize the reduced hurt box immediately after activation to beat even deep jump ins. While difficult to use on reaction and very punishable on whiff, it leads to high damaging combos on hit that pushes the opponent from corner to corner. CHj.A>j.S~5SWhile not a traditional anti-air,j.Ais a great air-to-air option for sniping jump ins. Technically Launcher's fastest anti-air at 4 + 7 frames total startup at best. It has great recovery and solid range while leading into full combos when canceled intoj.S. You also get free5Soki that will leave you +20. Easy to use on reaction and covers the space directly above and in front of Launcher, but costs 60MP and does not lead to anything. 214M(1) >5A> [5B] >5S>6S>5S>6S>5S>214M(1) >j.S(whiff) >j.SSimilar to2Sbut slower and harder to punish on whiff at the cost of 40MP. It can technically give a combo on air hit but only at certain heights and distances, which makes it very inconsistent for dealing damage. 236M>5Sx2 >236M>5S> 66 >5S>4S>623MIt is almost impossible for the opponent to jump over the fireball. This move can and should be thrown preemptively as it also covers all the space on the ground but cannot catch opponents above Launcher. Leads to good damage and sends the opponent very far at the cost of 70MP." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Neutral", "text": "Launcher's slow zoning, long recovery and extended hurt boxes make it easy to whiff punish her, especially with jump ins. Using conversion in neutral eliminates this weakness and allows you to zone much more effectively." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Offense", "text": "Conversion can be utilized in pressure to create even more frame traps and tighter gaps in block strings. It can also be used for double nuke routes at low mana (100MP). 2A> dl.5A> CV >2S> 66 >5S>236M>5SA conversion sequence that covers both air and ground approaches. CH2Swill lead to major damage plus full corner carry. 2A> dl.5A> CV >5A>5AA>5BIf they didn't jump over5Ayou can safe continue pressure with a follow-up5A>5AA. 5A>5AA>5S~CV >5A>5AA>4S>236M>5S> 66 >5S>214M(2)This is similar to the6Sframe trap with exception of being unable to duck5S. With conversion covering the forward roll option this string has no counter play other than blocking." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Defense", "text": "Tiger KneeAn input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input.j.Mcan be a very useful for technique when trying to challenge gaps. Becausej.Mactivates on frame 1 you're able to use it as a sort of delayed pseudo reversal, normally forcing the opponent to either end their combo early or adapt to avoid being interrupted. j.M~CV >2A>5A>5AA> [5B] > dl.5S> 66 >5S>214M(1) > jc >j.M>j.S(whiff) > 9j.S> 66 >4S>623MBy using conversion as soon as possible after the initialj.Myou're able to regen enough mana to fit in one morej.Mwhile still being able to use a623Mender with only 100MP." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Mixups", "text": "2A>5A>5AA>2B(whiff) >4S> CV > 66 >5Aor throwWithout a single overhead in her toolkit Launcher's mixup potential leaves much to be desired. The only type of mix she has is strike/throw which can still be effective in kill range. In this example you can safely run up for a throw since2Bwill immediately punish any retaliation from the opponent outside of teching the grab." }, { "url": "https://www.dustloop.com/w/DNFD/Launcher/Strategy", "title": "Launcher", "section": "Combos", "text": "Launcher is able to combo efficiently without the use of conversion. As such it can be used to make certain links easier or to string together moves that would otherwise be impossible to link. 5A>2S>214M(2) >j.M> CV >5S> dl.6S>j.M>j.S(whiff) >j.S>j.M>j.S(whiff) >4S> dl.4S>ASGold cube is required. Universal5ADP punish. 2Sx4 > jc >j.M> CV >2S>214M(2) > dl.j.Mj.S(whiff) >j.S> dl.5S>214M(2) >j.M>j.S(whiff) >4S> dl.4S>ASGold cube is required. Atouch of deathA single combo that will defeat the opponent even from full health.combo onEnchantressandSwift Master. 2A>5S>214M(1) > CV > micro walk >j.M>j.A>j.S>j.M(hit) > 66 >5S>236M> 66 >5BNot the most optimal DP punish but useful if you want to take back the corner. j.M~CV > [5B] >5S> 66 >2S>214M(1) > jc >j.M>j.S(whiff) >j.S> dl.5S>4S>623MA double nuke combo at 100MP (with conversion). NOTE:5Bisn't held for the entire duration." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Starter", "title": "Ghostblade", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Resources", "title": "Troubleshooter", "section": "Intro", "text": "This page is Troubleshooter's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Resources", "title": "Troubleshooter", "section": "Documents", "text": "You can embed links to external documents or User Docs here. Trouble Shooter Pre-Launch Guide: https://docs.google.com/document/d/18X0uK9gotVJZxEhsSNQ8d9HjFswSuFwFkfMY1uBdWMo/edit?usp=sharing" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Resources", "title": "Troubleshooter", "section": "Videos", "text": "current patch ts comboshttps://www.youtube.com/watch?v=9f8WvYSHMMk" }, { "url": "https://www.dustloop.com/w/DNFD/Troubleshooter/Resources", "title": "Troubleshooter", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Frame_Data", "title": "Nen Master", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Data", "title": "Nen Master", "section": "Category", "text": "Click [★] for character's full frame data Essentials•Controls•HUD•FAQ•The Basics•Movement/Canceling•Offense•Defense•Gauges•Detailed & Advanced Information•Damage/Combo System•Frame Data & System Data•Misc•" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "Combo Theory", "text": "For Battle Mage, the combo ender is very important as Chasers are both your offense and defense. Herandnormals both provide Chasers on hit, so you should slot them into your combos to end with at least 2 Chasers. In this page, {X} denotes the number of Chasers Battle Mage will have. Battle Mage has 3 common enders: 2M{3} (indicating2Mwith 3 Chasers) 6M jS 2M{3} is the usual ender of choice. Quick list on why: 90 minimum damage (Clear supers are 150 for reference) Efficient usage of Chasers and provides the Chaser buff afterwards Long enough HKD that Battle Mage can full charge5[M]and still be up to +9 afterwards Combos into AW, even from midscreen (when done point blank) Even if midscreen,5[M]{2} gives you plenty of time for a safejump or a meaty5S 6Mdoesn't deal as much damage as2M{3}, but is still decently strong in it's own right: Starts MP regen much earlier than2M{3} and costs 50MP vs 70MP Has the option to mashup to three additional times for additional thrusts, stalling for more time to regen MP at the cost of being slightly less advantageous 27 minimum damage, mashing can add around 12 damage, but can be inconsistent with opponent size Safejumps all reversals, cannot safejump INQ, DRK, SRK after a single mash Has a character specific air reset with6MjAthat goes into tricky high/ low mix jSis a rare ender, but does provide some benefits that the others don't: jScan be used right after2M{3} as an extra bit of damage. It leaves Battle Mage at +5 with the Chaser buff from2M{3} active, giving Battle Mage more time to use the movement speed and giving the opponent less time to react If you want to avoid awakening,jS->6[S]{2} still provides good oki while avoiding depleting the white life to avoid AW.6[S]{2} has very low recovery, making it safe against all reversals while allowing Battle Mage to cover rolls as well as get the Chaser buff" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "Basic Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "", "text": "Starter >5B>5S>4S>5M665B>2B>2S9 dl.jS> EnderThe most basic combo that you can do with Battle Mage. Possible off virtually any starter, although may be finicky at certain ranges. Best to move onto the next combo for more general purposes unless you have a very strong dislike for microdashes. If you do, bad news about Battle Mage combos" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "", "text": "Starter >5B>5S>4S> 665B>2S9jB>jS>5M662B>2S9 dl.jS> EnderBasic combo structure for Battle Mage's combos. Travels about 80% of the screen and generates 3 Chasers guaranteed. No tricky timings and lenient finaljStiming. Get used to this route because this will be the basic fallback whenever you're unsure about your routing." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "", "text": "5A>5B>4M> 662B>2S9 dl.jS>5M662B>2S9 dl.jS> EnderCan be difficult to hitconfirm, but necessary as5Ais one of Battle Mage's most important tools and it is impossible to convert off of a far range hit otherwise. Despite the simplicity, thejStimings can be difficult when unpracticed, where a dropped combo easily gets punished. You can do an ender after the second2Sif you are not confident about landing the second jS." }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "", "text": "5B>4M> 665B>2S9jB>jS>5M662B>2S9 dl.jS> EnderAgain, hard to hitconfirm, but necessary for the same reasons as above. The actual combo is easier, than the above, so there's no issue of dropping. Leads to better damage than the basic combo and can also confirm from5B>5Sif you're in range" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Combos", "title": "Battle Mage", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Read First", "text": "M.SS= The.SSstands for Shattering Strike, the extra move Hitman gets when in Gold Cube Awakening. It is performed by pressing5Mwhen connecting with anMPmove. It can be activated at multiple points for multi hittingMPmoves so time your button accordingly ]M[refers to Hitman's Clear Cube awakening version of Shattering Strike" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "The Safejump", "text": "5A>5B>2S(2) >4S> (66) >4SOTGA simplebread and butterA staple combo that is relatively simple and effective.confirm off of any of5Aor5Bnormal serving as an introduction to Hitman combo routes that uses no mana and grants him a powerful hard knockdown, allowing him to set up a safejump against invincible reversals with deepj.B. The dash can be omitted if the combo started from close range. Keep in mind that5Ahas longer range than5Bwhich will cause the combo to drop if5Ais hit at tip range. Instead of going for a safejump, Hitman can opt to cancel the4SOTG into236Mor214Mto deal extra damage and remove the opponent's white life at the cost of okizeme." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Midscreen Confirm", "text": "Far starter >5S(1) >6S(1) >5M,5A/2A>2S>4S(66) >4SOTGA combo taking advantage of the excellent range and hitstun of the first hit5Sto convert and close distance on the opponent with6S. It is important to only use the first hit of5Sas it has much greater range than the followup strikes which may whiff when performed at longer ranges. Similarly, the extra hits from6Scan make followup hits less likely to connect due to combo scaling and hitstun, so6S(1) is used to make the combo as stable as possible. Following up after5Mcan be awkward as theAbutton used to connect with afterwards is a link via5M's massive hitstun rather than a cancel -2Ais one frame faster than5Awhich can increase the consistency at the cost of less overall combo damage. However, even if the combo drops, Hitman gets to maintain pressure on block. The same combo can also be done with236Min the place of5M, however it costs more mana and can be slightly less consistent depending on starter range. As with the above combo, meter can be spent after the4SOTG to add in damage and remove white life at the cost of oki." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "The Loop", "text": "Starter >2S>5M> Dash Cancel2S>5M...A high damage route taking advantage of2S's high launch property to juggle into5Mrepeatedly. Can loop up to three times, but gets gradually more difficult depending on starting distance from the opponent and combo starter, with Raw2Sor counterhit5Mbeing the easiest to combo from and also the most rewarding on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Optimal j.B corner starter", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "6Sjump cancel", "text": "Hitman can pick up most juggles with a6S(1) jump cancel into an air series, likej.Aj.Bj.Sj.Mto have a good deal of corner carry and secure a hard knockdown." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Mid Screen", "text": "Mid Screen combos are for the most part there to push the opponent closer to the corner and get a hard knockdown, usually by routing into236M>5A>2S>4S>4S. Hitman can also go for some cheeky resets after6Sor236Mon hit with throw,2A, or slight delayj.B. If Hitman is able to get a solid hit with5Bor2S(or if you have grey life for Conversion Cancel, a spaced2B>2S), Hitman can instead start his2S>5Mloops from a farther distance then normal. Hitman can also meter dump by looping6S(1) >5M> Dash cancel > up to 4 times." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Corner", "text": "Many of Hitman's combos are easier to perform in the corner, especially4SOTG enders and2S5Mloops. Notably, Hitman's corner routes allow him to reliably juggle intoj.S>j.Mand then link a2Son landing to extend combos. Frequently, he can opt to end air combos with aj.Athat resets the opponent enough so that Hitman has several meaty mixup options by the time he is about to land. While214Mcan be awkward to convert from midscreen, it's a consistent launcher in the corner." }, { "url": "https://www.dustloop.com/w/DNFD/Hitman/Combos", "title": "Hitman", "section": "Combo List", "text": "Note that because Hitman cares more about starter than location, for the most part, combos are sectioned based on starter." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Starter", "title": "Monk", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Matchups", "text": "Master Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Battle Mage", "text": "Battle Mage has fast, long reaching pokes like5A,j.Aand5Bthat can contest Nen Master in neutral even withThunderclapGuardAllStartup1Recovery24Advantage-installed. She can also similarly strengthen herself if given breathing room by gathering chasers. This leads to a struggle where neither character wants to give the other a chance to get their offence going, and both having similar approaches to neutral. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Berserker", "text": "For every advantage Berserker has over Nen Master, he has an equal disadvantage: He is too small to IOH, but his DP and Guard Cancels are slow and/or short ranged, which lets Nen bully him during pressure. His damage and mixup are better than Nen Master's, but he struggles with getting in on her to make that count. Outside of Frenzy and Thunderclap, Berserker's normals are better than Nen Master's. With those activated however, Nen Master takes the upper hand. Activating your own install rather than preventing him from using his should give you a good chance in this fight. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Enchantress", "text": "Nen Master shines in this matchup thanks to4Mcountering most of Enchantress' moves, as a large portion of them are considered projectiles. This leaves her with very few options she has to play the matchup with, but outside of Enchantress'5B, Nen Master outclasses her buttons as well. Even at full screen,6Mdoes not allow Enchantress to get away with anything. The few saving graces Enchantress has, such as being too small to get IOH'd, are not enough to stop Nen Master from dominating the match at every range. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Grappler", "text": "Thanks to his high damage and powerful mixup, Grappler is a scary character when he gets in Nen Master's face. Unfortunately for him, getting there in the first place is a near insurmountable task, as Nen Master can stop his ground approaches very effectively with TC normals, his jump-in attempts with2M, and his armored advances with2Sor2B. Grappler also does not defend well against Nen Master's own attacks, leaving him with few options but to gamble his life on risky guesses both on offence and defence. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Launcher", "text": "Launcher is a character who's typical game plan of staying at mid to long range and throwing out projectiles is perfectly countered byLightning StrikeGuardAllStartup14, 21Recovery27Advantage-14~-5(4M). This leaves Launcher with a very short list of moves that will not outright lose to4M. She's also tall enough to get IOH'd by Nen Master'sj.A, and her DP does not reach far enough horizontally to contestTCnormals and6Sresets. With a practically non-existant offence and a shaky defence, her only hope is to catch Nen Master being careless in her approach and punish her attempts to get in. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Monk", "text": "Nen Master lacks fast, long range lows, the one thing that stops Monk from brute forcing his way in with5Mpaired with Conversion, and then running high/low mixups. Monk himself does not want Nen Master to get close either, as his large body makes him vulnerable to her IOHj.A, and his poor DP leaves him few viable options on defence. This leads to a very strange match where neither player wants to give the other white life, and both try to approach using mostly movement. Monk's explosive damage far eclipses Nen Master's however, which tips the scales of the match in his favor. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Ranger", "text": "A deceptively difficult matchup. Ranger may wear a zoner's clothes but he's really a midrange setplay character. His projectiles aren't a problem for Nen Master thanks to her4M, but he doesn't need them to fight her; his2Ais a constant problem for her both on offence and defence thanks to its speed, absurd range and strike property. He can even take his turn back with it after blocking2S, despite being -4, as it is that much faster than Nen's options. His one Achilles' heel is that he has poor ways to stop jump-ins, something Nen Master excels at with TCj.B. Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Spectre", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Matchups", "title": "Nen Master", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Starter", "title": "Brawler", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Starter", "title": "Dragon Knight", "section": "Intro", "text": "Uploading this as a template; replace text when editing These are the moves that define a character. Think of moves that are required to mix, play neutral, or makes your character threatening Give a brief explanation of the importance of each move in one sentence, bullet form. If the move is mentioned for the first time, include a mini move card for the move. Explain how to open up your opponentSafe pressure enders, pressure reset points and mix options are also useful here Try to avoid using FG terms, but if required, state the definition using keyterm. Conversion mechanic = CV" }, { "url": "https://www.dustloop.com/w/DNFD/Movement", "title": "Movement", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Movement", "title": "Movement", "section": "Walking", "text": "Walking is the most basic movement option, and is the slowest way to move while presenting the least risk. Walking can freely and immediately cancel into any action-- including blocking, making it useful when baiting and whiff punishing moves or while spacing attacks during combos and pressure while minimizing risk." }, { "url": "https://www.dustloop.com/w/DNFD/Movement", "title": "Movement", "section": "Running", "text": "Running moves your character forward faster and more effectively compared to walking." }, { "url": "https://www.dustloop.com/w/DNFD/Movement", "title": "Movement", "section": "Backdash", "text": "Backdashes move characters away from their opponent more quickly than walking, but while doing so characters cannot block and have no invulnerability to most attacks, making them inherently more risky. They are immediately airborne and make the character lose their lower hurtboxes on the 1st frame, making them naturally invulnerable to throws andsomelows." }, { "url": "https://www.dustloop.com/w/DNFD/Movement", "title": "Movement", "section": "Dodge", "text": "(See:Dodgefor detailed explanation on Dodges.) Forward Dodges move your character forward while avoiding attacks, but are vulnerable to throws." }, { "url": "https://www.dustloop.com/w/DNFD/Movement", "title": "Movement", "section": "Prejump", "text": "Jumps are not instantaneous; before going airborne, characters enter a state called prejump for 4 frames during which they can not block, but are invincible to throws. However, grounded MP Skills can still be used during prejump. This gives characters with Skills that can only be jump canceled, such asInquisitorandLost Warrior, access to new cancels that would be otherwise impossible." }, { "url": "https://www.dustloop.com/w/DNFD/Movement", "title": "Movement", "section": "Landing Recovery", "text": "When landing from a jump, there is a period of time in which characters can block or attack, but cannot move. If the character took an action in the air before landing, they are instead unable to take any action in that period, leaving them vulnerable to attack. In general,Aattacks have 2 frames of recovery,Battacks have 3 frames, andSattacks have 5 frames of recovery upon landing." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Resources", "title": "Ghostblade", "section": "Intro", "text": "This page is Ghostblade's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Resources", "title": "Ghostblade", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Resources", "title": "Ghostblade", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Some of Ghostblade's answers to Hitman's DP during Awakening Teiga's Ghostblade Guide for 2023" }, { "url": "https://www.dustloop.com/w/DNFD/Ghostblade/Resources", "title": "Ghostblade", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Resources", "title": "Lost Warrior", "section": "Intro", "text": "This page is Lost Warrior's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Resources", "title": "Lost Warrior", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Resources", "title": "Lost Warrior", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. 1000 damage ToD with awakening and 5M loops:https://twitter.com/101pikiO/status/1544080625992314880 100-mana 4-stack combos:https://twitter.com/AtomicOreo/status/1541579996363427841https://twitter.com/Zackcy/status/1543559203314286592 patch 1.09 100 mana timestophttps://twitter.com/101pikiO/status/1605921213984931842 patch 1.09 1151 damage ToD, should kill all characters but j.S needs adjustment between 7/8/9 jump depending on MUhttps://twitter.com/azami_mox/status/1606250351526830080" }, { "url": "https://www.dustloop.com/w/DNFD/Lost_Warrior/Resources", "title": "Lost Warrior", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Resources", "title": "Brawler", "section": "Intro", "text": "This page is Brawler's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Resources", "title": "Brawler", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Resources", "title": "Brawler", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.https://youtu.be/EsSVz6z9IW8https://youtu.be/7lBz3EOQh8A" }, { "url": "https://www.dustloop.com/w/DNFD/Brawler/Resources", "title": "Brawler", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Intro", "text": "Content here can be considered incomplete until expertise is given. You can help by editing it." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Matchups", "text": "Replay Theateris a great resource to find high-level matchup footage. High-level replays may also be found in-game. Character Strategy pages generally have at least some basic counter-strategy. Please keep in mind the matchup chart is subjective and not all players may agree." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Berserker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Crusader", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Dragon Knight", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Enchantress", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Ghostblade", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Grappler", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Hitman", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Inquisitor", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Kunoichi", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Launcher", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Lost Warrior", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Ranger", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Striker", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Swift Master", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Troubleshooter", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Vanguard", "text": "Matchup overview, overall scope, and other key matchup points go in this box Overview|Frame Data|Matchups|Strategy|Reverse MatchupReturn to Top" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Neutral", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Offense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Matchups", "title": "Enchantress", "section": "Defense", "text": "Placeholder, elaboration goes here" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Frame_Data", "title": "Battle Mage", "section": "Glossary", "text": "How do I read frame data? A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else. A positive value means the attacker can move first. A negative value means the defender can move first. Assumes that the attack connects as soon as possible against a standing/crouching opponent, and that the attacker does not cancel the attack into anything else." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Introduction", "text": "Dragon Knight is a character that plays exceptionally well when close to her opponent with herAstra followups, but doesnt exactly have trouble getting in. She does not play a traditionalfootsiesA complicated, often nebulous term that refers to the battle for controlling the space in front of you, often by using good pokes. In essence, you are trying to get to a range you like, while trying to deny your opponent getting to a range that they like. How you do this varies wildly based on the game, but it often involves using long range attacks to pester your opponent as they are trying to walk around. This dance of playing mind games with your feet is the source of the term's name.game, as her grounded pokes are very short ranged. But she reps a singular button which solves all of her neutral woes inj.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4, a button that forces opponents to play her game in neutral due to it not having an accessable counterplay. In short, Dragon Knight usually fishes for her singularparty starterattack to poke and also start her offense, due to the reward that is available once she gets in close." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Neutral", "text": "Dragon Knight has few moves to control space with while also having a crutal forward moving normal in5BGuardMidStartup8Recovery20Advantage-4that she uses to get in once she closes the gap with dash blocking, the goal is usually to convert into a knockdown so that she can do her close range setplaylisted here. If the opponent does not have an easily accessible answer forj.S, she will be able to dance around the opponent very easily and convert into her close range game with little effort. If the opponent can easily beatj.Swith moves such asCrusader’sLua error in Module:MMC at line 46: Could not find matching move (DNFD — Crusader: 5B)., she might struggle more because outside of her MP options, she has very little ways to close gaps besides dash blocking. She usually does not want to keep the opponent out for very long, as once shes in she has many oppressive options to keep her opponent guessing, so the midrange is only there so she can get her gameplan started, as once she gets in there is no need for her to retreat away from her opponent. j.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4While beinga great combo starterthis move is also a very oppressive projectile in the midscreen and at fullscreen. if done as anIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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., as it can cover a sharp angle in front of you while also having very low risk attached. This is due to it having low recovery while also having the ability to be canceled on whiff intoj.MGuardMidStartup29Recovery-Advantage-. This can allow Dragon Knight to retreat away from the opponent in case they attempt to punish the recovery of the projectile by rolling into it.Dragon Knight also has the ability to throw anotherj.Safter retreating withj.MGuardMidStartup29Recovery-Advantage-to force the opponent into another commital action to get close to you.The opponents options against this move usually require them to expect the projectile to be thrown, examples include run upDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion., preemptively air to airing, and rolling forwards. As you can see from these options they are all punishable if you simply sit back and play reactively, so make sure to sometimes stop the projectile usage and wait for the opponent to make a move first.Usage of this move might need to be slowed if the opponent has a very long range move that can hit opponents out of the air easily, such asCrusader’sLua error in Module:MMC at line 46: Could not find matching move (DNFD — Crusader: 5B).. If this is the case, then expect to get away with this move a lot less then usual. MP might have to be expended to play neutral with moves such as236M. 236M/2MGuardMidStartup20Recovery24Advantage-8While this move does not start combos it is one of Dragon Knights best pokes besidesj.S, as it almost goes fullscreen while only being -8 on block! This can be a non commital way of calling out opponents trying to guess that you will throw outIASInstant Air SpecialConceptually includes Tiger Knee. Performing 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.S. As it catches rolls and prejump frames while also beating most DPs with how many active frames it has. It can also be used as a preemptive counterpoke due to its massive disjointed hitbox, this can be useful if the opponent has a fullscreen button of their own, such asRanger's2BGuardMidStartup15Recovery32Advantage-18~-10. Even if it is blocked you can retreat back to zoning withj.Sand start the neutralRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.all over again. 5BGuardMidStartup8Recovery20Advantage-4This move is usually Dragon Knights second most common go to move in neutral as it has a forward movement property that give the move much more range than you would expect, while also starting her offensive pressure strings. It is usually used in the middle of mid to close range as a dash in combined with this move at that range starts Dragon Knights gameplan." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Pressure", "text": "Dragon Knights goal with her pressure is usually to push the opponent to a spacing where she can createRPSRock Paper ScissorsA situation wherein an attacker and a defender have options that only beat certain responses from their opponent. For example, on wakeup a defending opponent may use a reversal to stop an attacker from using an attack, but the attacker can also block to defeat the reversal. If the attacker blocks, the defender can use the opportunity to take the offensive.situations with her5M, as if she guesses correctly the opponent will have almost no way to escape Astra once he has been set up. Lots of staggers will be required to open opponents up if there is no mana on the table for you to spend with5M.5Ais her best tick throw normal due to its frame advantage and wide range of cancel options.2Ais a great normal to stagger with.5Bis good to use repeatedly in a blockstring for the forward momentum it has.2Bis usually delay canceled after5Bfor a hard knockdown to set upMeatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.5M. 5AGuardMidStartup6Recovery19Advantage-4This normal is usually one of Dragon Knights best pressure starters, due to its variety of cancel options, usefulness for strike throw, and good range. Whenconverting into a blockstringit is usually just pressure filler to create pushback from the opponent to setup situations with5M. In striker throw situations, it is better to use than2Adue to it being -4 on block compared to2A's frame advantage of -8, that means the opponent could possibly punish the button with a fast normal of their own into a full combo. 2AGuardLowStartup5Recovery19Advantage-8This normal is usually just used for pressure filler as5Ahas longer range, more frame advantage, and more range.2Adoes have the ability to be staggered up to 3 times, so if you are low on Mana this may be a good way toframe trapAn offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own.the opponent with no Mana. 5BGuardMidStartup8Recovery20Advantage-4This normal is usually used for pressure filler or as a way to stagger on block with2B, as this normal has a wide delay cancel window. You can also use the forward movement properties of this move to your advantage by creating pressure reset situations with strings such as5B>5B> dl.2B. This is a strong string as it can condition your opponent to mash on block, it is an especially good situation to use2Bas on counterhit, the opponent is put into aHard knockdownA knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc.state, which gives Dragon Knight the ability to setup ameatyHitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.5M. Combine this with2Astagger and you can create amazing pressure sequences even without meter! 5SGuardMidStartup14Recovery26Advantage-8This normal is usually used as the final move in Dragon Knights blockstrings, as it creates the most amount of distance between her and the opponent. This can setup spacing traps when5Sis cancelled into5M. Depending on how many normals were used in a chain before this move,5Smight need to be charged in order for it to reach in a string. Be wary though, as the opponent can roll through as the charge is happening and punish your whiff recovery. Dragon Knight's blockstrings are fairly flexible, but learning the initial blockstring of5AA>5B>2B>5Sserves as a fundamental starting point. After this string, Dragon Knight is left at -8 and a large distance away, leaving her mostly safe due to distance. After this5S, you have a handful of options. Stopping at5Sis perfectly acceptable and allows you to return to neutral. Another option is special canceling into236M, which can serve as a frame trap. Canceling into5Mcan serve as an option for continuing pressure, but this is not a gapless string. Instead, it offers an RPS situation (especially in the corner) in which Dragon Knight has 2 strong options: If Dragon Knight uses236Mafter her Astra summon, Dragon Knight will catch an opponent trying to roll out and hit opponents who use fast normals to kill Astra. In addition, if Dragon Knight used5M~Sat the end of her blockstring in the corner, catching an opponent with236Mafter a roll allows for a full juggle. However,236Mwill generally lose to opponents who reversal623M; Dragon Knight could delay this, but this would cause her not to catch the prior two options. If Dragon Knight chooses to do nothing after Astra summon (e.g., hold down-back to block), this allows Dragon Knight to effectively catch other characters'623Mand react to roll attempts. If the defending character attempts to reversal, Dragon Knight can simply jump-in and punish the whiffed DP; if they attempt to roll, Dragon Knight can catch with her5AAstring during the opponent's recovery frames (excluding Enchantress's unique roll). Astra technically counts as a hit, which means opponents that perfer to mash normal moves can cancel into skills to start their pressure, Dragon Knight can stop this meterlessly by doing delay dash up5Band get lots of damage. If the opponent chooses to do nothing and wait, Dragon Knight can start devastating Astra pressure with his followups which carries almost no escape options once set up. 2A>2A>5B>5Sis also a very effective string due to2A's stagger ability. Although a risky option,4Scan be an effective way for Dragon Knight to steal a turn on an unaware opponent. From anygrounded A normal,grounded B normal,2Sor relatively close ranged5S, you can opt to use4Sin your blockstring. If the aerial hit of4Sis hit or is blocked, canceling intoj.Mputs you at an advantaged position and give Dragon Knight a choice to make between 2 air normals. j.AGuardHighStartup6RecoveryUntil Landing + 2Advantage~+13This air normal strikes high and frametraps non-invincible responses. j.BGuardHighStartup12Recovery23 + 3 LandingAdvantage-8~+15This air normal allows Dragon Knight to land and threaten2Aor throw. If an opponent has been conditioned to reversal623Mduring a blockstring due to your use of4S, prematurely ending your blockstrings (e.g., stopping after5Band choosing to block after) is an effective way to bait DPs and get large punishes. However, your4Spressure has to be threatening enough for them to want to commit to DPing your strings. Occasionally, players might chain into a string that ends with2S, which leaves Dragon Knight at -12 (easily punishable by most of the cast); In this case, canceling into236Mwill leave Dragon Knight safe (at -8), albeit at the cost of 40 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Okizeme", "text": "Dragon Knight's main goal is to either meaty5MGuardMidStartup18Recovery10Advantage+18or do asafe jumpA very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening.with an 9 jump intoj.BGuardHighStartup12Recovery23 + 3 LandingAdvantage-8~+15if it is not possible to do theAFollowupGuardMidStartup68 after 5MRecovery-Advantage+18of5M. She usually does this with214MGuardMidStartup16Recovery35Advantage-26, her main combo ender,5[S]GuardMidStartup36Recovery26Advantage-2, her main hard knockdown fromher corner combosif meter is low, or2Bcounterhit, which is usually acheived from stagger pressure with5B. If Dragon Knight does a safejump, she will go intoher pressure, if she does a meatyAFollowupGuardMidStartup68 after 5MRecovery-Advantage+18of5M, new pressure will open up. If Dragon Knight is out of exhaustion while having almost no mana, she can do mixups after thej.Bsafe jump. Be aware that those mixups are not safe to DPs like the rest of these setups. 2BGuardLowStartup13Recovery28Advantage-12CounterhitCH2Bgrants a HKD, giving Dragon Knight enough time to position herself for almost any pressure-starter. 214MGuardMidStartup16Recovery35Advantage-26Dragon Knights main combo ender, gives options for all pressure starters and an easy way to access the safejump setup by holding up forward and doing a delayj.B. After they start to not DP after the jumping normal, you can use a safe jumpj.Bj.MGuardMidStartup29Recovery-Advantage->j.A. This gives a double overhead and will probably hit the opponent the first time you do it, after this you can start doing safejumpj.Binto2Afor a low mixup as well, empty jump into a grab might also start becoming a viable mixup at this point. Be aware that this mixup is not safe to DPs whatsoever, so only use the mixups off of a safejump after you have conditioned them with up forward delayj.B 5M~BGuardMidStartup93 after 5MRecovery-Advantage~+40Air HitThis usually is used from hermain corner carry combosto allow her to get the corner while at fullscreen distance. It allows her to get to the corner because of how long the knockdown is, due to Dragon Knight needing a lot of Mana for5M~BGuardMidStartup93 after 5MRecovery-Advantage~+40, she will usually not get a meaty5Mfrom this knockdown. 5[S]GuardMidStartup36Recovery26Advantage-2Air HitThis usually is used either from hermain corner carry combosor fromher corner comboswhen she does not have enough Mana for a214M. Most of the time she will not have enough for any5Mfollowups so a safejump or Astra summon will be on the table. Once Dragon Knight sets up Astra with5M, she has 4 main options to continue pressure based on screen position or Mana available. She has theAFollowupGuardMidStartup68 after 5MRecovery-Advantage+18for when she has an okay amount of Mana, which sets up for decently long pressure sequences while also having the ability to baitabareAn attack during the opponent's pressure, intended to interrupt it.options such as roll and DP with very little risk. She also has theBFollowupGuardMidStartup93 after 5MRecovery-Advantage~+40for when she would like to push the opponent into the corner from midscreen due to its long lasting and fast moving hitbox. Doing only meaty5Mis also an option to start her blockstrings if Mana is tight. The most costly followup is theSFollowupGuardMidStartup58 after 5MRecovery-Advantage~+60, which makes Astra fully invincible and gives dragon knight access to her high low mix that she usually gets off of5M, this option is the most Mana costly. Wage your bets wisely and use the best pressure option based on how much Mana you have first, and screen position second. 5M~AGuardMidStartup68 after 5MRecovery-Advantage+18MP cost: 70This pressure starter is useful in all screen positions as it can keep the opponent locked down for a long time while leaving Dragon Knight in a safe spot, this is due to the fact that once set up, Dragon Knight can do a simple blockstring such as2A>2A>5Band leave Astra away from the opponent while also being out of their throw range. This allows Dragon Knight to sit next to the opponent while Astra throws fireballs at them while they are a sitting duck. On most knockdowns in midscreen you can also roll after meaty5Mto have Astra behind the opponent while you are infront of them, you can hit the opponent back into Astras fireballs by using2Aafter every fireball. If the opponent tries to DP Astras fireballs, they will likely get punished due to you still blocking while Astra attacks. This followup also costs the least amount of MP out of all of them. All in all, this followup is very powerful while also being very safe, make this option your go to. 5M~BGuardMidStartup93 after 5MRecovery-Advantage~+40MP cost: 80This pressure starter is usually used after a midscreen knockdown when Dragon Knight has lots of MP to burn to push the opponent to the corner, it does not keep the opponent blocking for very long but it allows Dragon Knight to run at the opponent with little consequence due to the fact that the fireball is on top of the opponent. 5M~SGuardMidStartup58 after 5MRecovery-Advantage~+60MP cost: 90This pressure starter will likely be used when Dragon Knight has lots of MP to spend while she is in awakening in order to enforce either her flight mixups or a standard high-low with empty jump2Aandj.B. She can usually get 2 mixups in before Astra stops spinning. This followup can also be used to finish off an opponents guard gauge due to the move doing lots of guard damage and only being able to be escaped by a Guard Cancel" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Awakening", "text": "Dragon Knight's Awakening Passive increases herMP Gainby two times. This enables Dragon Knight to be more reckless with her Astra pressure and use lots of MP moves in neutral, which allow her to have a consistently good poking game due to how disjointed her236Mis. This passive also allows liberal use of flight for mixups and for running away from the opponent. All in all, just go crazy when this passive activates." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Defense", "text": "Dragon Knights defense is a bit above average due to her 5 frame2AGuardLowStartup5Recovery19Advantage-8and her623MGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49. Due to her 5 frame normal, she can get some punishes that other characters cannot, and challenge pressure situations where others just have to take the blockstring. In DNF, Throws don't generally set up for scaryokisituations, so taking a Throwmidscreencan actually reset neutral and give you White Health for Conversion. HerGuard Cancelis suspect to whiffing at range, it's a generally safe option to escape pressure, but it will cost 100MP to use. Dragon Knight is very resource-hungry, however, so if you are not at risk of getting guard broken, you might be able to hold off on it for a bit for MP use later. A successful Guard Cancel will put the opponent at almost full screen, which can get Dragon Knight started with her neutral by usingj.S. If Guard Cancel is baited, expect a lot of damage to come your way." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Abare", "text": "Abare means to attack during an opponents frame advantage with the intention of interrupting their pressure. Naturally, fast moves or invincible moves work best for this task. 2AGuardLowStartup5Recovery19Advantage-8This move has a 5 frame startup which means it is one of the fastest normal moves in the game, tied withStriker's5AGuardAllStartup5Recovery13Advantage+1. This move also can get lots of punishes that other characters cannot, for example Dragon Knight can punishGrapplerusing5MGuardMidStartup31Recovery24Advantage-4without needing to be in range for a throw. This normal also can convert into herdevastating corner combosto deal massive damage. 623MGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49This move is a standardDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion.which can catch even small gaps in pressure very easily if you are using the simple input version.(2M) Make sure to use it wisely, as if it gets baited you will be in for a massive amount of damage being inflicted upon you." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Strategy", "title": "Dragon Knight", "section": "Anti-Air", "text": "623MGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49This move is Dragon KnightsDPDragon PunchA move that has invulnerability during its startup, long recovery, and a rising motion., as a DP normally is, it is great at catching the opponent out of aJump-in, it is usually recommended due to how fast opponents can jump in this game that you use the simple input version of this move, which is known as2MGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49. This does not have many drawbacks at all from using the standard version, the only one of which is the MP Regen of your character, which might not matter much in the long run as you reset to neutral after Anti-Airing with this move aside from when in the corner. Air To Air Backwardsj.BGuardHighStartup12Recovery23 + 3 LandingAdvantage-8~+15 This method of anti air is a bit more risky than623Mbut gives a combo on hit and a knockdown to start pressure. But if the opponent sticks out a very active air normal preemptively, Dragon Knight may get clipped trying to go for this anti air." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Resources", "title": "Nen Master", "section": "Intro", "text": "This page is Nen Master's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Resources", "title": "Nen Master", "section": "Documents", "text": "Nen guidehttps://docs.google.com/spreadsheets/d/12yUEjCe7tLvpgG958_ddmDcP1MAevecFwMSARuPY7Ss/edit?usp=sharing" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Resources", "title": "Nen Master", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. Nen Master Basic Guide & Overview" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Resources", "title": "Nen Master", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Starter", "title": "Enchantress", "section": "Intro", "text": "Welcome to the Enchantress Starter Guide !Here you will find a bunch of useful information about the character in question ; from her buttons and combos to more advanced things to get you fighting fit ! For detailed information about Enchantress's normals and to see them in action , please refer to this video.https://www.youtube.com/watch?v=QTKmqOWQPt8 The video above will go over all of her normals , giving descriptions on what they are most useful for and what situations you should not be using them. Please refer to this video for Pressure Structurehttps://youtu.be/QTKmqOWQPt8?si=v3YICqhA6hokzypo&t=240 Enchantress is a character that does not have extremely explosive combos from just any normal that she does. Her5A and 2Abuttons give her combos extreme hitstun scaling which makes combo routes extremely linear unless you have access toConversion.Below you will find a video going over most of her combo routes ranging from beginner friendly and least damaging to advanced combos that lead to big damage. Enchantress has a bunch of different combo starters that ultimately decides on what routes you should take for doing your combos. If you start any of your combos with2A or 5Athen you will have to go for really simple and linear routes which doesn't yield much damage. It is better to focus on resetting or setup when you do these routes.If you start combos with5B or 2Syou can go into more damaging routes that not only has more corner carry but you can get much better setup off of. When it comes to spending MP , Enchantress can be quite the glutton for it. You will have to be aware of when you spend it and how you spend it at all times. Just like any character in DNF Duel , having white life and using it for conversion is extremely important , and it's just as important for Enchantress. While in herClear Cube awakening, she recovers it a lot quicker than other characters so it's not something she will always have. As a low HP character to begin with , Enchantress will be making a big decision every time white life is used for conversion purposes , so you will have to make sure that you make it count ! A couple of ways to effectively use conversion is as follows : Combo extention Enhanced pressure strings Unique 5S full screen corner carry Backdash conversion Madd shenanigans (like instant flamethrower) Madd 6MS conversion j.A overhead mix There are going to be plenty of times when you are going to get reset opportunities and possibly even hard knockdowns to do some setup. It is imperative that you know how to take advantage of these opportunities.Air resets are the easiest to fish for. End a combo with2S j.Aand do a delayedj.Bto catch any straggling hits the opponent does. If they stay passive and don't press anything you can land with them and do a command grab. If they are aggressive you can roll to bait single hit DPs or grabs and punish , or you can do a quick overhead or a low , depending on how they block. Enchantress is a unique character in DNF Duel as she has a companion with her that helps her fight in battle." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable. This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "Combo Theory", "text": "Coming soon." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "Beginner Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "2A midscreen confirm (134 damage)", "text": "2A>5B>5S(3) > dl.236MVery easy Enchantress 2A combo. Pushes the opponent fullscreen." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "2A midscreen confirm (~190 damage)", "text": "2A>5B>2B(1) >2S> jc >j.S> 66 >5B>2B(2) >236MSimple 2A combo. Low damage but great utility." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "5A midscreen confirm (203 damage)", "text": "5A>5AA>5B>2S> jc >j.M>j.B>j.M>5B>2S>236MSimple 5A combo. Low damage but great utility." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "5B midscreen confirm (~226 damage)", "text": "5B>5S(1) >5M> 66 >5B>2S> jc >j.M>j.B>5B>2B(2) >2S> dl.623MEasy 5B midscreen combo with good corner carry." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "5B round start confirm (~235 damage)", "text": "5B>2B(2) >2S> jc > dl.j.B>5B>2B(2) >236MSimple max range 5B combo." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "5B midscreen confirm (~289 damage)", "text": "5B>2S>5M> 66 >5B>2S> jc >j.M>j.B>5B>2S> dl.623MSimple 5B combo from slightly less than round start distance." }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "REPLACEME", "text": "X > Xdescription" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "REPLACEME", "text": "X > Xdescription" }, { "url": "https://www.dustloop.com/w/DNFD/Enchantress/Combos", "title": "Enchantress", "section": "Combo List", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Resources", "title": "Vanguard", "section": "Intro", "text": "This page is Vanguard's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Resources", "title": "Vanguard", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Resources", "title": "Vanguard", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed. https://twitter.com/ShADoWxNoBODy/status/1540067171706884096?s=20&t=34o371OfpyuSpgHEEMWtWw" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Resources", "title": "Vanguard", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Normal Moves", "text": "Pressingorperforms an attack, ranging all the way from simple punches to huge weapon swings. Normals form the core of every character's offense and are oftencancelledintoSkillsandMP Skillsto create damaging combos." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Throw", "text": "In order to perform a throw, input+while next to the opponent to throw them forwards or+to throw them backwards. Throws are strong tools against opponents who have been conditioned into blocking for too long. However, using a throw while out of range triggers a vulnerable whiff animation." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Throw Invincibility", "text": "Opponents cannot always be thrown. Below is a list of situations when the opponent cannot be thrown: While the opponent is in hitstun + 7 frames after hitstun ends While the opponent is knocked down + 7 frames after wake-up ends While the opponent is in blockstun + 8 frames after blockstun ends" }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Priority of Strike vs. Throw vs. Command Throw", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Skills", "text": "Also known as Specials Performed by pressingand a direction together (including). Skills function in a variety of ways depending on the character. Some Skills function closer to normals while others have special properties." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "MP Skills", "text": "Also known as MP Specials MP Skills are powerful moves that have unique effects and properties. Each MP Skill costs varying amounts of MP to use and pauses MP regeneration briefly when used. They can still be used without enough MP in stock as long as a character has at least 1 MP remaining, but this puts the character inExhaustionuntil MP recovers to at least 1. Most MP Skills can also be input with a \"technical\" full motion e.g.+can also be input with+. Using the full motion causes MP to begin regenerating sooner than when input normally. Atechnical inputmotion inputwill be cause \"GOOD\" to be displayed in green. Blue text indicates a \"precise input\"." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Awakening Skill", "text": "A very powerful attack that can only be used once a round, and only after a character activatesAwakening. While it deals high damage, it has no invulnerability and using it turns off your character's Awakening Effect for the rest of the round. In Gold cube, Awakening skills deal 400 Raw damage and 200 minimum damage . In Clear cube, they deal 300 Raw and 150 minimum." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Conversion", "text": "Can be performed by pressing+while in a neutral state or during most moves when the character has any amount of white health. Consumes all remaining white health plus an extra 5% of max health on activation to cancel the character's current action and restore MP. The more health is consumed, the more MP is restored. Cannot be done while blocking or after throws, some MP Skills, and Awakening Skills." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Cancels", "text": "Cancels are the act of canceling one move into another. Usually this requires that the first move makes contact with the opponent. Cancels are commonly used to make combos and blockstrings." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Normal Cancel", "text": "Also known as Gatling Combinations, or Gatlings for short. Manynormal movescan cancel into other normals. Normal cancels vary character to character but most characters have these cancels: > > > > > > Check each character'sFrame Datapage for specific cancels available for them." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Special Cancel", "text": "Mostnormal movescan be canceled intoSkillsandMP Skills. Skills and MP Skills canceling into each other varies widely by character." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Jump Cancel", "text": "SomeSkillscan be jump canceled. Check each character'sFrame Datapage for specific cancels available for them." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Conversion Cancel", "text": "Conversioncan be performed during most moves to return the character to a neutral state, the use of which includes (but is not limited to) extending combos, pressure, and making unsafe moves safe on block. Cannot be done after throws, some MP Skills, and Awakening Skills." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Awakening", "text": "A special powered-up state that automatically activates when characters reach a certain health threshold, visually indicated by the larger section at the end of the health bars. This activates the character's Awakening Effect and enables the use of theirAwakening Skill. Healing white life back above the Awakening threshold does not disable Awakening. Awakening only activates when the player'stotalhealth (including white life) descends beneath the threshold." }, { "url": "https://www.dustloop.com/w/DNFD/Offense", "title": "Offense", "section": "Awakening Effect", "text": "A passive buff that all characters receive upon entering Awakening. Each character has unique buffs, and more details about them can be found on their character pages. Players can select one of two Awakening types when choosing a character: Gold cube Awakening activates at 30% life and has powerful, oftentimes swingy effects that can greatly change the flow of the match. Clear cube Awakening activates at 50% life and has comparitively weaker effects (usually a suite of passive buffs) that increase character performance. Additionally, Awakening Skills in clear cube deal 25% reduced damage (300 raw / 150 scaled)." }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Starter", "title": "Nen Master", "section": "Intro", "text": "5AGuardAllStartup5Recovery17Advantage-3 ~ +1,2AGuardLow, All (Projectile)Startup6Recovery19Advantage-4 ~ ±0: Fast and long reaching pokes. Harass your opponent with these when in range to make them block your stronger buttons. 5BBGuardAllStartup11Recovery24Advantage-5 ~ +4: Advantageous on block and doesn't need to be hitconfirmed thanks to its long stagger on hit. Use this to reset pressure when spaced out, or to stop your opponent from rolling out as it can be whiff canceled from5BGuardAllStartup9Recovery16Advantage-2 ~ +6 j.BGuardHigh, All (Projectile)Startup11Recovery17 + 3 LandingAdvantage+9 ~ +24: Far reaching jump attack. This can be used immediately after jumping to beat your opponent's attemps at poking you, or to approach an opponent from the air. 5SGuardAllStartup12Recovery22Advantage-4: Your best button in neutral. Long range and quick. It lets you brute force your way in when you have Conversion available. 2SGuardAllStartup24Recovery8Advantage+4 ~ +12: Slow armored strike. Use this during blockstrings to discourage your opponent from trying to use Guard Cancel, as it will be absorbed by the armor. 4MGuardAllStartup14, 21Recovery27Advantage-14~-5: A forward moving charge attack that is fully invulnerable to projectiles. Use this to punish your opponent when they try to throw out any projectiles. Not as useful against characters who don't use projectiles, but absolutely crushing against those that do. 2MGuardAllStartup16Recovery39Advantage-25: Your only real anti-air, but an excellent one. If your opponent jumps at you, press this and watch them regret it. Nen Master wants to activate Thunderclap, then get in her opponent's face and crush their guard with her potent buffed normals and chip damage. Use a combination of5A,5AA,5B,5BBand2Bto chip away at your opponent's guard and life gauge. You can reset pressure after5BBwith a risingj.B, or throw out a6SGuardAllStartup18Recovery25Advantage-6 ~ ++19once you have pushed yourself out of range. If you want to end your pressure,5Sinto6Sis your safest option. At any point during a blockstring, so long as you are close enough, you can use2Sto bait Guard Cancels and certain2Mmoves: its armor will absorb the hit and punish the attempt at escaping your looping pressure. Nen Master combos are short and simple, and give you a chance to rebuff and continue pressing the advantage Most combos route into5S>4M, and want to end in4SGuardAllStartup12Recovery29 Block, 39 HitAdvantage-15for the knockdown, which gives you a chance to reapply Thunderclap. Midscreen Starter >5S>4M>2B>5S>4S This is your simplest, most reliable combo. Corner Starter >5S>4M>j.S>j.M>2B>4S Requires the corner. Does a bit more damage, and leaves you closer to them. Starter >2B>5S>j.B>j.S>j.M>4S Nen Master will most often start her combos with2A,5S,2Sor4M 2A: Despite being 1f slower than5A, it has much better reach, is a low and can be chained into itself 3 times. It is thus the button to go for when you need a quick jab, or to catch your opponent blocking high. 5S: Thanks to its speed, range and power, Nen Master tends to use this in neutral to brute force her way in, paired with Conversion. If it catches your opponent doing something, it leads into excellent damage. It is also your go-to punish starter for very unsafe moves such as blocked DPs. 2S: As this is used to bait and punish Guard Cancels, DPs and rolls, you will commonly get this as a starter when your opponent times his escape poorly. Also a great starter, it juggles into an easy and damaging combo. 4M: Since it is fully invulnerable to projectiles, it is used to punish opponents carelessly throwing them out. It has good damage proration, but oddly enough very bad hitstun scaling, leading to a short but painful combo. Nen Master uses her MP to activate Thunderclap, to punish projectiles with4M, and to anti-air opponents with2M. She does not require a lot of MP for her combos, but she does prefer to have a little at the start to route into4M. If she doesn't have MP, it can be difficult to combo off certain common starters, such as a max range5Shit. Conversion mechanic = CV Nen Master makes great use of CV in neutral and almost always prefers having some white life on hand. Use of Indomitable Spirit to give yourself a bit of white life whenever you can. CV is not very helpful in combos. 5S>5M> CV: The most common use of white life. Forces your way in from far away, leads into a strong combo if it hit, puts you right next to them with Thunderclap activated if it's blocked, and can punish escape attempts if it whiffs due to a roll or DP. 5M> CV: Thunderclap is applied on the first frame of5M, so using CV to eliminate the recovery can let you install very quickly in times where the slow recovery would lose your turn. 4M> CV: While4Mis a fantastic way to go through projectiles, it is not always fast enough to hit your opponent in time, and is punishable on block. CV will cover this weakness, letting you get through the projectiles safely whether the4Mhit or not. Most of your combos will carry to the corner and end in4S, which gives a hard knockdown. You have a few options to take advantage of this. Forward Jump >j.B: Automatically timed safejump. Will lose to parries, but is safe against all DPs. Simple, easy, costs no MP, but not particularly threatening either. 5M> Forward Jump >j.B: Activating Thunderclap before doing the safejump still works against characters with slow DPs, such asBattle MageandSwift Master 5M> Forward Jump >j.A: Same as above, and beats all but the fastest DPs in the game, such asInquisitorandStriker 5M> Walk Back >5BB: The idea is to whiff the initial5Band hit the opponent on wakeup with5BB, which is plus, from a safe distance. This can then lead to6Swhich is also plus at this spacing, or a dashingj.Bto get back up close. 5M>6S: Strong against character with no answer to meaty projectiles. Leaves you at the perfect range for Thunderclap normals and is quite plus.Instant Overhead Nen Master'sj.Areaches low enough to hit some characters even when they are crouching, making it an unreactable overhead. While matchup specific, this is a powerful tool that will push your opponent to take bigger risks on defence, as they cannot simply block you out. You must pressj.Aright after jumping at very close range to your opponent. The combo then goes as follows: Midscreen:j.A>j.S>j.M>5S>4S Corner:j.A>j.S>j.M>2B>5S>4S Corner with Thunderclap:j.A>j.S>j.M>2B>5S>4S>5MGuardAllStartup17Recovery12Advantage0 ~ +7>4S This works on the following characters:" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Combos", "title": "Nen Master", "section": "Basic Combos", "text": "Work against every, or almost every, character in the game Can be performed from most positions in the play area Require few adjustments, and if any are required they are simple" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Combos", "title": "Nen Master", "section": "Basic Bnbs", "text": "2A>2B>5S>4M> 6 >5S> jc >j.S>5S>4S" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Combos", "title": "Nen Master", "section": "Core Combos", "text": "Work against most characters of a selected weight or hurt box type May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character Are expected to be consistently performable by most intermediate and advanced players who main the character" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Combos", "title": "Nen Master", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Combos", "title": "Nen Master", "section": "Specialized Combos", "text": "Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc. Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute" }, { "url": "https://www.dustloop.com/w/DNFD/Nen_Master/Combos", "title": "Nen Master", "section": "", "text": "" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos/Advanced", "title": "Vanguard", "section": "Intro", "text": "This can be due to patches to the game, or developments in the metagame. You can help by updating it." }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos/Advanced", "title": "Vanguard", "section": "Example Subtitle 1", "text": "Starting Position: *Example Footnote" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos/Advanced", "title": "Vanguard", "section": "Example Subtitle 2", "text": "Starting Position: *Example Footnote" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos/Advanced", "title": "Vanguard", "section": "Example Subtitle 1", "text": "Starting Position: *Example Footnote" }, { "url": "https://www.dustloop.com/w/DNFD/Vanguard/Combos/Advanced", "title": "Vanguard", "section": "Example Subtitle 2", "text": "Starting Position: *Example Footnote" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Data", "title": "Battle Mage", "section": "Forward Dodge Data", "text": "21~30 Projectile" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Data", "title": "Battle Mage", "section": "Backwards Dodge Data", "text": "21~30 Projectile" }, { "url": "https://www.dustloop.com/w/DNFD/Battle_Mage/Data", "title": "Battle Mage", "section": "Category", "text": "Click [★] for character's full frame data Essentials•Controls•HUD•FAQ•The Basics•Movement/Canceling•Offense•Defense•Gauges•Detailed & Advanced Information•Damage/Combo System•Frame Data & System Data•Misc•" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Resources", "title": "Dragon Knight", "section": "Intro", "text": "This page is Dragon Knight's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Resources", "title": "Dragon Knight", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Resources", "title": "Dragon Knight", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Resources", "title": "Dragon Knight", "section": "Twitter", "text": "https://twitter.com/mik_oro/status/1541453752875483137 https://twitter.com/mik_oro/status/1541453752875483137?s=21&t=KPGeg2xBf6UnqtQVTaGyGQ" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Resources", "title": "Dragon Knight", "section": "Notable Players:", "text": "LostSoul(NA) Lupro(NA) Hentaidalwave(NA) ZomBmu(NA WC) SQuirrel147 (or SQ)(NA) Zeus(KR)" }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "HP Gauge", "text": "This gauge displays a character's Hit Points (HP), which when depleted causes that player to lose the round. Most moves will deal a portion of their damage asWhite Damagewhich can be recovered over time at a rate of 30 HP per second. The larger portion near the end of the gauge represents 30% of max HP, the point at which characters will activateAwakening." }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "MP Gauge", "text": "This gauge displays a character's Mana Points (MP)." }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "Gaining MP", "text": "MP is restored naturally over time, by hitting with attacks that do not cost MP, and by usingConversion. The general trend for MP gain from most single-hit moves on hit is that 1 MP is gained fromAnormals, 3 MP is gained fromBnormals, and 5 MP is gained from Skills. MP is not gained by attacks that are blocked. Characters start each round with a full MP gauge with a maximum of 100 MP, which increases by 10 MP every 7% damage taken up to a maximum of 200 MP at 30% of max HP. Different characters havedifferent natural MP regeneration rates." }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "Spending MP", "text": "UsingMP SkillsandGuard Cancelcosts MP. Different MP skills cost different amounts of MP, while Guard Cancels cost 100 MP. There is a brief delay before MP begins naturally recovering after using an MP Skill. This delay varies between different moves and can be shortened by using the MP Skill's \"technical\" full motion input if it has one. MP Skills can be used as long as at least 1 MP is available, while Guard Cancels cannot be used without at least 100 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "Exhaustion", "text": "Using an MP Skill that reduces the MP Gauge to 0 or to an (invisible) negative amount will put the character in Exhaustion state. MP Skills are not usable while exhausted, and remain unavailable until MP recovers above 0." }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "Guard Gauge", "text": "This gauge depletes for defenders whenblockingattacks, and regenerates over time when not blocking. If completely emptied, the character is Guard Crushed, stunning them for 60 frames during which they are unable to take any action, including blocking. Different characters havedifferent amounts of maximum Guard Gauge." }, { "url": "https://www.dustloop.com/w/DNFD/Gauges", "title": "Gauges", "section": "Status Effects", "text": "Icons under the portraits represent various statuses affecting characters, ranging from Awakening Effect buffs when characters enterAwakeningto unique buffs and debuffs used by certain characters." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Resources", "title": "Monk", "section": "Intro", "text": "This page is Monk's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review. For simplicity's sake;anything you would want pinned in your character channel or character Discord can go here,such as: Character Discord pins Links or transcriptions of external personal documents and / or Dustloop User Docs Tech videos,especially from Twitter hashtags One-off or niche combo routes Set-ups (for pressure, mix-ups, okizeme, or setplay) Video analyses of matches and sets" }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Resources", "title": "Monk", "section": "Documents", "text": "You can embed links to external documents or User Docs here." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Resources", "title": "Monk", "section": "Videos", "text": "You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed." }, { "url": "https://www.dustloop.com/w/DNFD/Monk/Resources", "title": "Monk", "section": "Plain Text", "text": "You can write your own content here, or post transcriptions of content from potentially impermanent sources here." }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Data", "title": "Dragon Knight", "section": "5A Data", "text": "7f~17f for 5AA only" }, { "url": "https://www.dustloop.com/w/DNFD/Dragon_Knight/Data", "title": "Dragon Knight", "section": "2A Data", "text": "2A=6f~19f" }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable." }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Ground Guard", "text": "Also known as blocking. Holdorto Standing Guard and holdor+to Crouching Guard. Standing Guard blocks Mid and High attacks, but not Lows. Crouching Guard blocks Mid and Low attacks, but not Highs such as many (but not all) jumping attacks. Air Guarding and guarding Throw attacks is not possible. After blocking an attack, characters enter a state called blockstun where they are unable to do anything except continue blocking orGuard Cancel. Normally, blocking attacks results in the defender taking no damage, butMP Skillswill deal a portion of their damage asWhite Damagewhen blocked." }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Guard Crush", "text": "Blocking attacks depletes the defending character'sGuard Gauge. When the Guard Gauge completely empties, the defending character will be stunned for 60 frames and unable to take any action, including blocking." }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Dodge", "text": "Also known as Roll Performed by pressing+. This moves your character forward while avoiding attacks, but is vulnerable to throws. They are strike invulnerable for a significant amount of time until their recovery, and projectile invulnerable up until its very last frame. Using dodges to move through big attacks with slow recoveries can guarantee punishes, or allow you to safely close in on your opponent at the cost of frame advantage. Dodges cannot be performed by holdingand pressing, butcan be released and pressed again while holdingto dodge, or while holdingin general (such as forward dashing). 31 Frames Total3-13F Crosses through opponent if close1-20F Strike Invulnerable1-30F Projectile Invulnerable21-31F Recovery 3-13F Crosses through opponent if close 1-20F Strike Invulnerable 1-30F Projectile Invulnerable 21-31F Recovery 31 Frames Total5-13F Crosses through opponent if close1-4F Strike and Projectile invulnerable5-22F All Invulnerable (including throw)23-30F Projectile invulnerable23-31F Recovery 5-13F Crosses through opponent if close 1-4F Strike and Projectile invulnerable 5-22F All Invulnerable (including throw) 23-30F Projectile invulnerable 23-31F Recovery" }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Backwards Dodge", "text": "Performed by pressing+. Information TBD" }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Guard Cancel", "text": "Performed by pressing++while blocking. An invincible attack that launches the opponent away on hit. It costs 100 MP and cannot be performed without having at least 100 MP. The damage it deals is minor and cannot K.O. the opponent. Guard Cancel also gives the opponent white health on hit, giving them access to Conversion for a few seconds afterwards. Different characters use different moves for their Guard Cancels so their hitboxes widely vary, but they are universally strike/projectile invulnerable and unsafe when blocked. Like reversals, Guard Cancel leaves you in a counter hit state during recovery, allowing many characters to punish it more heavily on block." }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Indomitable Spirit", "text": "Performed by pressing++while blocking. Input must be performed for each hit against multi-hitting attacks. Standardizes the incoming attack's blockstun (forcing it to approximately 25 frames) neutralizes the attack's pushback (including vacuum effects like Vanguard4S), and neutralizes the guard damage dealt by the next attack blocked during the animation. Indomitable Spirit is best used against attacks that have a lot of recovery but rely on high blockstun to be safe, or attacks that are safe via pushback on block. Since blockstun is fixed after the command is input, using Indomitable Spirit against some unsafe attacks can make the move safer on block for the opponent or even plus. Using Indomitable Spirit also removes the usual throw protection that comes with blockstun until another attack is blocked, allowing the opponent to tick throw off of a throw canceled normal." }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Throw Tech", "text": "If you input aground throwat the same time as an opponent within a 4 frame window, then both characters will back off a short distance and recover. The defending character starts their tech animation 1 frame earlier than the attacker, leaving the defender +1 afterwards. If both characters throw on the same frame, the attacker is considered the character who attacked most recently. Throw techs cannot be performed while recovering from a move, so unsafe attacks are still unsafe. If the throw connects while the defender is holding thebutton, the defender cannot tech, even if they release." }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Punish", "text": "Sometimes \"Punish\" will appear on the HUD. This means that a character was hit during the recovery of their attack. Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block. Of course, just because an attack is fast enough does not also mean it has the range to reach the opponent, so knowledge and practice are still necessary even when a player knows the numbers. While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning while mid-match. Did you actually punish the opponent's attack or were they just not blocking?" }, { "url": "https://www.dustloop.com/w/DNFD/Defense", "title": "Defense", "section": "Reversal", "text": "Reversalis a term used to refer to either performing an action on the first possible frame after recovery or actions that would be used in such a context, such as moves with invincibility during startup. The HUD displays the word \"Reversal\" when performing a move immediately after recovering from blockstun, hitstun, or knockdown. This message is useful to tell when an attack was performed as fast as possible." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Intro", "text": "Please feel free to make edits, but include edit summaries and sources where applicable. Button Representations: = Standard A = Standard B = Skill = MP Skill = Awakening Skill = Guard MP Skills can use more then one directional input. = 236M = 623M" }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Movement", "text": "Holdor= Walk Holdoror= Crouch = Dash = Backdash = Jump (In Air)= Double Jump" }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Normal Moves", "text": "Pressingorperforms an attack, ranging all the way from simple punches to huge weapon swings. Normals form the core of every character's offense and are often cancelled intoSkillsandMP Skillsto create damaging combos." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Grab", "text": "Known as Throw Throws are strong tools against opponents who have been conditioned into blocking for too long, as they cannot be blocked. However, using a throw while out of range, against an opponent in the air, or against atemporarily throw invulnerable opponenttriggers a vulnerable whiff animation." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Tech Grab", "text": "Known as Throw Tech When two characters attempt to throw each other at close to or exactly the same time, a throw tech will occur, pushing both characters away from each other." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Skills", "text": "Also known as Specials Performed by pressingand a direction together (including). Skills function in a variety of ways depending on the character. Some skills function closer to normals while others have special properties. In general (with many exceptions), Skills follow these basic guidelines: +: An all around well-balanced Character Main Skill +: An Anti-Air Counter Skill that often doubles as a strong combo starter, and is very disadvantageous if guarded +: A long-ranged Offensive Skill, with a high risk of counterattack if it misses entirely +: A Defensive Skill that often doubles as a strong combo middle part or ender, and is easier to land when predicting the opponent's movement" }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "MP Skills", "text": "Also known as MP Specials Performed by pressingand a direction together (including). Each MP Skill costs varying amounts of MP to use and pauses natural MP regeneration briefly when used. They can still be used without enough MP in stock as long as a character has at least 1 MP remaining, but this puts the character inExhaustionuntil the MP deficit is recovered. Most MP Skills can also be input with a \"technical\" full motion e.g.+can also be input with+. Using the full motion causes MP to begin regenerating sooner than when input normally." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Awakening Skill", "text": "Performed by pressing. A very powerful attack that can only be used once a round, and only after a character activatesAwakening. While it deals high damage, it has no invulnerability and using it turns off that character's Awakening Effect for the rest of the round." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Conversion", "text": "Performed by pressing+when the character has any amount ofWhite Damage. This consumes all white damage remaining plus an extra 5% of max health to cancel the character's current action and return them to a neutral state while restoring MP based on the amount of health consumed." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Guard", "text": "Holdorto Standing Guard and holdor+to Crouching Guard. Standing Guard blocks Mid and High attacks, but not Lows. Crouching Guard blocks Mid and Low attacks, but not Highs such as many (but not all) jumping attacks. Guarding with thebutton protects against both left and right attacks, while guarding withoronly works against one direction. Air Guarding and guarding Throw attacks is not possible." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Dodge", "text": "Performed by inputting+. This moves characters forward while avoiding attacks, but is vulnerable to throws (with the exception ofEnchantress) and for a short period of time at the end of the movement." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Guard Cancel", "text": "Performed by pressing++while blocking. An invincible attack that launches the opponent away on hit. It costs 100 MP and cannot be performed without at least 100 MP." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Indomitable Spirit", "text": "Performed by pressing++while blocking. Standardizes the incoming attack's blockstun, neutralizes the attack's pushback, and prevents the attack's guard gauge damage at the cost of receiving chip damage in the form of white life." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Awakening", "text": "A special powered-up state that automatically activates when characters reach 30% health or less, visually indicated by the larger section at the end of the health bars. This activates your character's Awakening Effect and enables the use of theirAwakening Skill. Healing white health back above the Awakening threshold does not disable Awakening." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "White Damage", "text": "When characters are struck by most attacks, a portion of the damage is dealt as White Damage distinctly visible on the HP Gauge. Characters cannot be K.O.'d from this white damage as long as real health is remaining, and recover it (i.e. turn it back into \"real\" HP) slowly over time after not taking any damage for a brief period.MP Skillsdeal all of their damage as real health damage and deplete all white damage on hit." }, { "url": "https://www.dustloop.com/w/DNFD/Controls", "title": "Controls", "section": "Exhaustion", "text": "A temporary negative state that occurs if a character uses anMP Skillwith exactly or less than the skill's MP cost available, pushing the MP Gauge to 0 or into an invisible negative amount.MP Skillsare not usable while exhausted, and remain unavailable until MP recovers above 0, either naturally over time or by usingConversion." } ]