DNFD/Dragon Knight

From Dustloop Wiki

Overview

Overview

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 (5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+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 the A followupDNFD Dragon Knight 5MA.pngGuardMidStartup68 after 5MRecovery-Advantage+18, flexible combos with the B followupDNFD Dragon Knight 5MB.pngGuardMidStartup93 after 5MRecovery-Advantage~+40, or either with the S followupDNFD Dragon Knight 5MS.pngGuardMidStartup58 after 5MRecovery-Advantage~+60 against 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.SDNFD Dragon Knight jS 1.pngGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4 is a powerful, versatile air fireball which can stop approaches, control air and ground space, and convert into combos. To supplement her generally stubby normals, she has 236MDNFD Dragon Knight 236M.pngGuardMidStartup20Recovery24Advantage-8, a near-fullscreen attack which gives a hard knockdown A 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 great DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in 623MDNFD Dragon Knight 623M 1.pngGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49, one of most reliable reversals and anti-airs in the game, and lightning-fast abare An attack during the opponent's pressure, intended to interrupt it. in 2A.

Her versatile and powerful toolkit is not without flaws, as Dragon Knight is very mana-hungry. 5M and its followups are already mana-expensive, and Dragon Knight will often use her mana for flight cancels, reversals, or 236M in 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.

Nevertheless, thanks to her oppressive Astra pressure, amazing space control, and generally well-rounded kit, Dragon Knight has all the tools an aggressive player needs to show up the competition.
Dragon Knight
DNFD Dragon Knight Portrait.png
Health
930
Guard Gauge
950
MP Regen Rate
15 /second
Prejump
4F
Backdash
26
Unique Movement Options
Dragon Wing
Fastest Attack
2A (5F)
Reversals
Dragon Smash 623M (10F)

 Dragon Knight is classified as a Gimmicky type. She can summon her dragon companion Astra for powerful independent attacks and can alter her airborne trajectory with her unique airdash.

Pros
Cons
  • 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.MDNFD Dragon Knight jM.pngGuardMidStartup29Recovery-Advantage- pauses Dragon Knight's momentum and can be turned into an airdash via j.MDNFD Dragon Knight jM5M.pngGuard-Startup9Recovery0Advantage-. This opens up her approaches as well as giving her unique pressure options and ambiguous high/low mixups.
  • Instant Overhead: j.MDNFD Dragon Knight jM.pngGuardMidStartup29Recovery-Advantage- j.ADNFD Dragon Knight jA.pngGuardHighStartup6RecoveryUntil Landing + 2Advantage~+13 done as low to the ground as possible is an extremely strong throw bait/fast overhead. Dragon Knight can even conversion cancel the first j.A into another j.A to confirm into a full combo without needing Astra.
  • Strong Neutral Control: Dragon Knight has access to j.SDNFD Dragon Knight jS 1.pngGuardMidStartup20RecoveryUntil 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 into j.M to keep her distance. Dragon Knight also has 236MDNFD Dragon Knight 236M.pngGuardMidStartup20Recovery24Advantage-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.

Unique Mechanics

Unique Mechanic: Astra the Dragon

Astra is a small dragon that accompanies Dragon Knight. By activating Summon AstraDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+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.

By pressing A, B, or S during Summon Astra, Dragon Knight will also instruct Astra to perform one of three follow-up actions to happen automatically after their initial attack. This gives her options to prolong and modify her offense, but she will be unable to halt the command once issued.
DNFD Gold Cube.png Awakening Effect: DNFD Dragon Knight Awakening Icon2.png Heiress

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

DNFD Clear Cube.png Awakening Effect: Dragon Force DNFD Increase Damage Icon.pngDNFD MP Regen Up Icon.pngDNFD Recovery Up Icon.png

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

Increases Damage on hit
Doubles the passive 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.

Normal Moves

5A

5AA

5B

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
50 Mid 8 3 20 -4 none

Dragon Knight's most practical midrange normal. Very fast for its range and great for combos to close distance for 2S. 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 stagger 2B for a frame trap An 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 hit 5B are stable and use the exact same routes as grounded hit 5B.

Cancel Options: 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
70% -2 50 3 -
No results

2A

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 Low 5 2 19 -8 none

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 into 5B to 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

Cancel Options: 2A (up to 3 times), 5B, 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
55% -2 30 1 -
No results

2B

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
60 Low 13 3 28 -12 none

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 after 5B. Also useful for creating space to make spacing traps by doing strings such as 5B > 2B > 5SDNFD Dragon Knight 5S.pngGuardMidStartup14Recovery26Advantage-8 > 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18, which then creates a situation where if the opponent attempts to hit Astra, Dragon Knight can use 236MDNFD Dragon Knight 236M.pngGuardMidStartup20Recovery24Advantage-8 for a counterhit and hard knockdown A 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. Using 2B to create an extra amount of distance between the opponent is needed against characters who have very long range normals, like  Crusader.

  • Launches on hit
  • Gives a hard knockdown on counter hit

Cancel Options: Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
70% KD (+10) 50 3 -
No results

j.A

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
40 High 6 3 Until Landing + 2 ~+13 none

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 than j.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

Cancel Options: j.B, j.S, j.M

Proration On-Hit Guard Damage MP Gain Level
60% ~+15 30 1 -
No results

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
60 High 12 4 23 + 3 Landing -8~+15 none

A much slower normal than j.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 possible j.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 than j.A is as well, comboing into j.S and linking into 5B/2S if used early in a combo. If j.B hits as an air-to-air, Dragon Knight usually has enough time to land and pick up, especially on counter hit.

  • Crosses up

Cancel Options: j.S, j.M

Proration On-Hit Guard Damage MP Gain Level
75% -4~+19 50 3 -
No results

Universal Mechanics

Throw

A+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
100 Throw 60 2 39 - none

Dragon Knight does not get okizeme on a successful midscreen throw. In the corner, she can try to smack them with 5B or bait a reversal. After a 214M ender, Dragon Knight can set 5M~S on 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
Proration On-Hit Guard Damage MP Gain Level
0% KD (+2) - 10 -
No results

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

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
70 All 18 3 33 -23 1~20 Hit, Projectile

Universal guard cancel with mediocre range, as it shares hitboxes with 2SDNFD Dragon Knight 2S Hitbox.pngGuardMidStartup13Recovery28Advantage-10. The 100 mana cost is especially grim to a character as mana-hungry as Dragon Knight, but it's nevertheless necessary at times to escape gapless guard break sequences. Still, Dragon Knight's other defensive options are generally more reliable than this short, expensive option, so try not to rely on it.

Proration On-Hit Guard Damage MP Gain Level
0% KD (+12) - - -
No results

Skills

Lethal Punto

5S (Hold OK) DNFD Knockdown Icon.pngForces hard knockdown on air hit when charged

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
Lethal Punto 75 Mid 14 3 26 -8 none
Charged Lethal Punto 120 Mid 36 3 26 -2 none

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 hitconfirmed 5S into 214MDNFD Dragon Knight 214M.pngGuardMidStartup16Recovery35Advantage-26 even at max range (though it is easier the closer you are), allowing Dragon Knight to pick up good knockdowns from 5S pokes 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 into 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18 at 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 get 2S from, like max-range 5AA or 2B.

  • Chains into 4S and 6S

5[S]

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, as 5M~S often allows Dragon Knight to loop it multiple times in a single corner combo for extremely high damage.

If she cancels 5[S] into 5M, 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 uncharged 5S > 5M cancel 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 expecting 5[S] in a blockstring.

  • Wallbounces and hard knockdown on hit

Cancel Options: 4S, 6S, MP Skills

Version Proration On-Hit Guard Damage MP Gain Level
5S 80% -3 60 5 -
5[S] 80% -3 80 6 -
No results

Shield Uppercut

2S

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
65 Mid 13 5 28 -10 none

Typical launcher. Sets up most of Dragon Knight's good combos. Generally cancelled into from 5B, and followed up with either 4S or 5M~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 from 5S so it must be confirmed from A/B buttons straight into it.

In pressure, 2S and 5S are fairly similar in usage, but differ in a few key ways. 2S is much easier to confirm as a frametrap than 5S, and is more rewarding on hit as well. It also has less pushback than 5S, 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 like 5S 5M.

However, it has the same frame advantage (-2) as 5S if cancelled into 5M. Since 2S has less pushback on block than 5S, this could be useful as a meaty/pressure reset against characters with slow abare buttons (8F and above). Against these characters, 2S 5M 2A will beat their fastest buttons, allowing you to setup Astra pressure easily. This will work against Ranger, Launcher, Lost warrior, Inquisitor, Crusader and Troubleshooter.

Cancel Options: 4S, 6S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
80% KD (+35) 60 5 -
No results

Sky Break

6S

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
75 Mid 22 8 12 +3 none

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 via j.M or j.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 of 5S. Because it puts Dragon Knight airborne, it can be used in conjunction with j.S for combo extending sequences that cost zero mana in certain situations.

If this move is blocked, it can be cancelled into flight j.A to continue offense gaplessly. As Sky Break whiffs on crouching opponents, this is a niche situation at best, but it does frame trap from 2S and 5S if they stand mash.

  • Can cancel into j.M on whiff to potentially make the whiff safe
  • Whiffs on crouching opponents
  • -15 on block if no air action is taken after airborne recovery

Cancel Options: j.M

Proration On-Hit Guard Damage MP Gain Level
80% KD (+62) 60 5 -
  • Recovers airborne

Finish!

4S 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
98 Mid 28 Until Landing + 8 Until Landing + 25 -12 none

Dragon Knight quickly rises up into the air and slams down towards the ground. Combo filler after 2S or 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 incorporate 4S into her block-strings as a risky but effective way to steal a turn. After the first hit of 4S, Dragon Knight can special cancel into j.M on hit or block. If they crouch block, she can either frame trap with j.A, or use j.B to land and threaten a low or a throw. However, this comes at a risk, as many characters can use their invincible reversal to punish 4S on reaction, and every character can dodge and punish on a read.

Momentum affects distance traveled during 4S significantly, 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 into j.M on the first hit.
  • 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.

Cancel Options: MP Skills

Proration On-Hit Guard Damage MP Gain Level
80%x2 KD (+22) 60 3 -
No results

Knuckle Blaster

j.S 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
102 Mid 20 Until Projectile Contact + 10 Until Landing + 10 -15~+4 none

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 into j.A or j.B and 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 airdash j.B, provided the fireball doesn't hit an extended hurtbox.

However, as potent as j.S is, 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 into j.M
  • OTGs, can convert 5[S] or CH 236M into a full combo

Cancel Options: j.M

Proration On-Hit Guard Damage MP Gain Level
80%x2 KD (~+36) 10 2 3, 4
No results

MP Skills

Summon Astra

5M 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.
60 Mid 18 35 10 +18 none 50

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 link 5B if 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 of 5M. 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.
Proration On-Hit Guard Damage MP Gain Level
90% +25 50 - -
  • Recovery begins immediately after Startup. Dragon Knight recovers a minimum of 12 Frames before Astra attacks.

Dragon Force

A during Summon Astra DNFD Projectile Icon.pngIs a projectile property attack

Dragon Breath

B during Summon Astra DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit

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.
181 Mid 93 after 5M Travel Time + 10 - ~+40 none 20

Astra fires one massive slow-moving, multi-hit fireball that travels fullscreen.

Although it's slower than 5M~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
Proration On-Hit Guard Damage MP Gain Level
90%x12 ~+125 10x11, 20 - 5, 6
No results

Dragon Fang

S during Summon Astra 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.
186 Mid 58 after 5M 48 - ~+60 none (Astra: All) 40

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 versatile 5[S] loops.

Dragon Fang also allows Dragon Knight to combo off throws, with 5M~S > throw being the most direct setup.

Proration On-Hit Guard Damage MP Gain Level
90%x6 ~+70 30x6 - -
No results

Dragon Smash

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible

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.
152 Mid 10, 33 4, 4 Until Landing + 10 -49 1~10 All 60

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 after 4M to finish off an opponent. It is not suitable as a main combo ender due to being mana inefficient and having a worse knockdown than 4M.

  • Invulnerable on startup
  • Cannot be cancelled with Conversion
  • CH state in recovery
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%x2 KD (+14) 60 (First Hit) - -
  • reversal

Dragon Warrior Princess

6M or 236M

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.
120 Mid 20 7 24 -8 none 40

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 with j.S or 4S if close enough to the corner with resources. This makes 236M useful as a frametrap, or to smack people trying to interrupt 5M pressure with buttons.

  • Hard knockdown on counterhit
Version Proration On-Hit Guard Damage MP Gain Level
236M 90% KD (+30) 100 - -
No results

Biting Dragon

4M or 214M

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.
176 Mid 16 10 35 -26 none 50

Mana efficient combo ender and hitconfirm tool. Combo into 2M or 5B to 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 after 5S and 4S(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.

Version Proration On-Hit Guard Damage MP Gain Level
214M 90%x3 KD (+37) 50 - -
No results

Dragon Wing

j.M

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.
Dragon Wing - Mid 29 Until Cancelled - - none 30
Boost Wing (Forward) - - 9 41 0 - none 15
Boost Wing (Back) - - 9 41 0 - none 15

AKA Flight.

Dragon Wing is a powerful approach tool and a decent mixup tool. Upon j.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 with j.M j.A (sometimes this safejumps)
  • delayed overhead with j.M~M j.A
  • empty low with j.M j.B whiff 2A
  • delayed empty low with j.M~M j.B whiff 2A
  • empty throw off options 2 and 4

As an approach tool, Dragon Wing and its followups are useful in tandem with j.S and j.B. By mixing up these options, opponents will have a hard time anti-airing Dragon Knight. Also, j.S can whiff cancel into flight, making j.S much safer to whiff in neutral. Dragon Knight will start falling immediately if cancelled into j.A or j.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 with j.A, j.B, j.S, or j.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 from j.S with 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 into j.B to land quickly or j.S as a last ditch attack.

  • Moves about a quarter screen backward
Version Proration On-Hit Guard Damage MP Gain Level
j.M - - - - -
j.M~5M - - - - -
j.M~4M - - - - -
No results

Awakening Moves

Dragon Sortie

AS

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
400 Mid 2 + 16 30 19 -32 none

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 with 214M, a delay cancel into Dragon Sortie will combo and do massive damage. To land it consistently, wait until the opponent starts falling before pressing AS.

  • No invulnerability, but large disjointed hitbox
  • Dragon Knight exits Awakened state upon use
Proration On-Hit Guard Damage MP Gain Level
100% HKD (+2) 40 - -
No results

Colors

DNFD Dragon Knight Color 1.png
DNFD Dragon Knight Color 2.png
DNFD Dragon Knight Color 3.png
DNFD Dragon Knight Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Dragon Knight Color 5.png
DNFD Dragon Knight Color 6.png
DNFD Dragon Knight Color 7.png
DNFD Dragon Knight Color 8.png
5
C-Type Color (DFO)
6
7
8

External References

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