DNFD/Crusader

From Dustloop Wiki

Overview

Overview

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. 5AADNFD Crusader 5AA.pngGuardMidStartup11Recovery31Advantage-10, 5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9, and especially 5SDNFD Crusader 5S.pngGuardMidStartup20Recovery35Advantage-10 have excellent range and are capable of shutting down approaching opponents with ease. If his pokes falter, then Crusader can rely on 6SDNFD Crusader 6S.pngGuardMidStartup20RecoveryAdvantage-6 to help cover a large space in front of him with a slow-moving projectile. Crusader's j.MDNFD Crusader jM.pngGuardMidStartup15RecoveryUntil landing+15Advantage- is 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 signature Deflection WallDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5, which places a corner wall behind his opponent. From here, Crusader can use options like his plus on block 2ADNFD Crusader 2A.pngGuardMidStartup7Recovery16Advantage+3 to enforce his pressure. Crusader also has access to Grace of LemidiosDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage-, 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 in Strike of RepentanceDNFD Crusader 214M214M.pngGuardMidStartup22RecoveryAdvantage-8 and ApocalypseDNFD Crusader j214M.pngGuardMidStartup200RecoveryAdvantage-. 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. Very slow. 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.

Overall, Crusader is best for people who like big-body characters and powerful zoning.
Crusader
DNFD Crusader Portrait.png
Health
1130
Guard Gauge
1100
MP Regen Rate
12 /second
Prejump
4F
Backdash
Fastest Attack
2A (7F)
Reversals
Haptism 623M (15F)

 Crusader is classified as a Traps type. He has many moves with good range and damage. He can create walls at the opponent's location and has self-enhancing moves.

Pros
Cons
  • 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 of Deflection WallDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5.
  • Corner on Demand: Deflection WallDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 allows 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 Counter Crusader's 4S is a counter attack that does not cost any mana, allowing him to escape some situations where other characters would need to use an MP Skill in.
  • Durable: With the highest Guard Gauge and tied for the highest Health, 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 his Skills and MP Skills have 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 Crusaders MP Skills are quite costly meaning that overuse of these skills will result in exuastion much quicker than other characters.
  • Troubled Defense: Crusaders Resersals are very situational, Haptism 623M Loses to throws and lows and has no invincibility, while 4SDNFD Crusader 4S.pngGuardMidStartup3Recovery40Advantage- also loses to low attacks.

Unique Mechanics

DNFD Grace Of Lemedios Icon.png Grace of Lemidios

Crusader's 214MDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage- encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his 5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9, 2BDNFD Crusader 2B Grace.pngGuardLowStartup18Recovery24Advantage+4, 5SDNFD Crusader 5S.pngGuardMidStartup20Recovery35Advantage-10, j.SDNFD Crusader 5S.pngGuardMidStartup20Recovery35Advantage-10, 2SDNFD Crusader 2S.pngGuardMidStartup18,26Recovery29Advantage-12 and j.MDNFD Crusader jM.pngGuardMidStartup15RecoveryUntil landing+15Advantage-.

The Grace can also be expended to activate Strike of RepentanceDNFD Crusader 214M214M.pngGuardMidStartup22RecoveryAdvantage-8, inflicting opponents with the Shocked DNFD Shocked Icon.png state, preventing them from being able to jump; and ApocalypseDNFD Crusader j214M.pngGuardMidStartup200RecoveryAdvantage-, dispelling all negative status effects and unleashing a powerful attack. However, if it expires on its own Crusader will be unable to act for a short while. Grace lasts for approximately 8 seconds.
DNFD Gold Cube.png Awakening Effect: DNFD Crusader Awakening Icon2.png Sacred Faith
Awakening Effect: activates when entering Awakening mode at 30% HP or less..
Permanently activates the effects of Grace of Lemidios for the rest of the round.
DNFD Clear Cube.png Awakening Effect: Merciful Strength DNFD Defense Up Icon.pngDNFD Guard Gauge Increase Icon.pngDNFD Recovery Up Icon.png
Awakening Effect: activates when entering Awakening mode at 50% HP or less..
When hit, damage received is reduced by 10%. When blocking, Guard Damage received is also reduced by 10%.
When recovering White Damage, the recovery speed is increased to 300%Increasing from the standard 30 Health per second to 90 Health per second..

Normal Moves

5A

5AA

5B

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
5B 90 Mid 14 3 23 +4 none
5B (Grace) 90, 60 Mid 14 3+13 23 +9 none

Solid poke that enables higher damage wall conversions, and becomes more oppressive when Grace of LemidiosDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage- is 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 with 2A if 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.

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

Version Proration On-Hit Guard Damage MP Gain Level
5B 75% Launch
5B 75%, 90%
  • 60f of air hitstun

2A

2B

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
2B 90 Low 18 3 28 -10 none
2B (Grace) 90, 60 Low 18 3+13 24 +4 none

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 as 5B's launch.

  • The Grace thunderbolt only comes out at the tip of the hammer, but reaches high for juggles.

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

Version Proration On-Hit Guard Damage MP Gain Level
2B 75%
2B 75%, 90%
  • Extra 2f hitstun added on OTG

j.A

j.B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
80 High 14 6 Until landing+12 none

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 into j.M against a grounded opponent often fails to combo when done too low to the ground due to j.M's startup causing the move to not come out as Crusader lands.

  • Opens up j.M loops in combos when a wall is involved.
  • Can be used to set up a safe jump off of 2B.
  • Very good cross-up potential.

Cancel Options: j.M

Proration On-Hit Guard Damage MP Gain Level
75%
No results

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Hammer of Repentance

5S (Air OK) DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Hammer of Repentance 120 Mid 20 5 35 -10 none
Hammer of Repentance (Grace) 120,64 Mid 20 5+13 35 -6 none
Hammer of Repentance (Air) 130 Mid 33 5 35 -7 none
Hammer of Repentance (Air + Grace) 130,64 Mid 33 5+13 35 -6 none

Hammer of Repentance 5S

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.

  • Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."

Aerial Hammer of Repentance j.S

Much slower version of 5S, mainly used to kara cancel A 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 to 5S, it's generally not very useful itself unless to mix-up the timing of 5S against roll-happy opponents, as it only becomes active by the time Crusader is grounded.

  • Fairly reactable but can open up mindgames with Conversion cancel.

Cancel Options: 4S, 6S, MP Skills

Version Proration On-Hit Guard Damage MP Gain Level
5S 83%
5S
j.S 80%
j.S 80%
No results

Sacred Upper

2S DNFD Knockdown Icon.pngThe descending strike (Behind Crusader) inflicts hard knockdown on hit DNFD OTG Icon.pngThe descending strike (Behind Crusader) can hit a knocked down opponent off the ground

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Sacred Upper 110 Mid 18,26 5,4 29 -12 none
Sacred Upper (Grace) 110,62 Mid 18,26 5,4 25 -14 none

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 a 5B restand 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.

  • Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
  • Leaves a thunderbolt behind him with Grace of LemidiosDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage-, resulting in a free OTG The 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

Cancel Options: 4S, 6S, MP Skills

Version Proration On-Hit Guard Damage MP Gain Level
2S 80%
2S
No results

Flash Sphere

6S DNFD Projectile Icon.pngIs a projectile property attack

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
30, 100 Mid 20 -6 none

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. Using 6S in conjuction with Conversion Cancel can allow Crusader to advance safely as a midscreen approach.

  • Like many projectiles, becomes more plus the further it travels.
Proration On-Hit Guard Damage MP Gain Level
80%×2
No results

Saint Counter

4S DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD Counter Attack Icon.pngCounters moves that are not projectiles, throws, or lows

MP Skills

Miracle Splitter

5M DNFD Projectile Invincible Icon.pngTemporarily invincible against projectile property attacks

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
80, 120 Mid 15 16 64 -14 Projectile Immune 60

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.
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Haptism

2M or 623M DNFD Super Armor Icon.pngSuper Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
150 Mid 15 8 -30 Super Armor 65

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.
Version Proration On-Hit Guard Damage MP Gain Level
623M 50%
  • reversal

Deflection Wall

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
30 Mid 15 Total 45 +5 none 50

Bring the corner to them! The cornerstone of Crusader’s pressure and combos, Deflection Wall makes his pressure nearly inescapable and allows for conversions from 5AA.

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.
Version Proration On-Hit Guard Damage MP Gain Level
236M 85%
No results

Grace of Lemidios

4M or 214M

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
Grace of Lemidios Mid 45 none 90
Holy Shock 80 Mid 1 13 none

Crusader applies a suite of temporary buffs to himself for approximately 8 seconds, and gains access to two new MP Skills.

Automatic lightning follow-ups Holy Shock[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- are added to 5B, 2B, 5S, j.S, 2S, and j.M Spear of VictoryDNFD Crusader jM.pngGuardMidStartup15RecoveryUntil landing+15Advantage-, adding a second hit after the first that extends almost to the top of the screen. This allows for combo extensions and makes 5M and 2M much safer on block.

Strike of RepentanceDNFD Crusader 214M214M.pngGuardMidStartup22RecoveryAdvantage-8 and ApocalypseDNFD Crusader j214M.pngGuardMidStartup200RecoveryAdvantage- are only usable under Grace and using either will end Grace immediately. If Grace wears off without using either of these moves, Crusader enters a recovery animation that forces a counter hit, leaving him extremely vulnerable. If Grace wears off during an enemy combo, Crusader will go into this recovery immediately after hitstun ends, giving the enemy a free reset into a second combo.

Version Proration On-Hit Guard Damage MP Gain Level
214M
214M
No results

Strike of Repentance

4M during Grace of Lemidios or 214M during Grace of Lemidios DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Shocked Icon.pngDebuff inflicted on an opponent. Opponent is unable to jump temporarily.

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
150 Mid 22 -8 none 50

A huge hammer strike that despite its looks, has slightly less range than Hammer of RepentanceDNFD Crusader 5S.pngGuardMidStartup20Recovery35Advantage-10. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump.

  • Removes Grace of LemidiosDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage- on use.
  • Hard knockdown on hit. Also hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%
No results

Apocalypse

j.4M during Grace of Lemidios or j.214M during Grace of Lemidios DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Shocked Icon.pngDebuff inflicted on an opponent. Opponent is unable to jump temporarily.

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
260 Mid 200 none 70

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 with 5B over 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.

  • Removes Grace of LemidiosDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage- on 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).
Version Proration On-Hit Guard Damage MP Gain Level
j.214M 90%×44
No results

Spear of Victory

j.M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
50, 80 Mid 15 Until landing+15 none 50

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 be kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed from j.S to 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.
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Skill

Ascension

AS DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Colors

DNFD Crusader Color 1.png
DNFD Crusader Color 2.png
DNFD Crusader Color 3.png
DNFD Crusader Color 4.png
1
2
Teida Beonarr (DFO NPC)
3
B-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Crusader Color 5.png
DNFD Crusader Color 6.png
DNFD Crusader Color 7.png
DNFD Crusader Color 8.png
5
D-Type Color (DFO)
6
7
8

Navigation

To edit frame data, edit values in DNFD/Crusader/Data.
Mechanics
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