DNFD/Striker

From Dustloop Wiki

Overview

Overview

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 A > B > S. 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 like 2A, 5S, and 4S hold her opponents in place while she slowly chips away at their guard. Ending a blockstring with j.S allows Striker to reverse-beat out of it to continue the pressure, while One Inch PunchDNFD Striker 214M.pngGuardAllStartup29Recovery13Advantage+4 is 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 like 2B, and the threat she puts on the opponent at close range makes her very frightening once she's finally closed the gap.

Striker is best suited to players who love intense rushdown and high pressure.
Striker
DNFD Striker Portrait.png
Health
950
Guard Gauge
950
MP Regen Rate
15 /second
Prejump
4F
Backdash
Fastest Attack
5A (5F)
Reversals
623M (9F)

 Striker is classified as a Melee 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.

Pros
Cons
  • Reverse Beat: Striker ignores the typical chaining structure of the game. She can chain from heavier to lighter buttons and all her MP skills cancel into each other, giving her more freeform, unpredictable offense compared to other characters.
  • Divekick: j.S is an excellent divekick. It's plus if blocked below the waist and chains into j.A multiple 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 other MP moves outside of awakening, preventing characters from getting their most damaging punishes from baiting her DP and keeping herself safe.
  • Melee Only: Striker lacks a projectile or long range disjoints of any sort to fight from afar or cover her approach. This can make opponents with disjointed normals somewhat difficult to contest in neutral, such as  Troubleshooter or  Berserker.
  • Inconsistent Reversal: Striker's 623M has less than average horizontal reach and can whiff against disjointed moves.

Unique Mechanics

Unique Mechanic: Free Chain & Muscle Shift
Rebeat Whiff Advantages  
Attack Regular Adv. 5A(w) Adv. Difference
5B -4 -2 2F, reset opp.
2B -11~-20 -5~-15 ~5-6F, safer oB
5S -8 -2 6F, reset opp.
2S -18 -2 16F, reset opp.
6S -18 -5 13F, safer oB
4S -9 -3 3F, safe oB

Striker's chain options are extremely unique compared to every other character in the game. She is able to cancel her A, B, and S attacks 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 Beat The 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 to whiff An 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.

DNFD Gold Cube.png Awakening Effect: DNFD Striker Awakening Icon2.png Unchained Strike

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

MP Skills can be cancelled into other MP skills even on whiff.
DNFD Clear Cube.png Awakening Effect: Power Fist DNFD Striker Awakening Icon.pngDNFD White Damage Up Icon.pngDNFD Guard Damage Up Icon.png

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

Increases damage dealt to opponents by 10%, doubles the Minimum Damage of A, B, and S attacks, and increases the Minimum Damage of MP skills by 33%.
Increases Guard Damage dealt to the opponent.
Increases White Damage dealt by blocked attacks.

Normal Moves

5A

5AA

5B

2A

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 10 10 26 -11~-20 none

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 both  Ranger's 5BDNFD Ranger 5B.pngGuardMidStartup16Recovery28Advantage-12~-4,  Troubleshooter's 5BDNFD Troubleshooter 5B.pngGuardAllStartup12Recovery20Advantage-7, and  Vanguard's 5ADNFD Vanguard 5A.pngGuardMidStartup9Recovery18Advantage-1.

Cancel Options: 5A, 2A, 5B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
70% HKD (+8~+17) 40 3 2
No results

j.A

j.B

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Tiger Chain Strike

5S

Tiger Chain Bash

S after Tiger Chain Strike

Muse's 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
75 All 12 3 34 -18 none

Uppercut with good vertical reach that also moves her forward slightly. Striker's main tool to get an air combo going, so get ready to j.S.

Amusingly, 2S > j.S can loop into itself up to three times even with a 2B starter, though she will have to j.B on the fourth rep before j.S due to scaling. While sounding impractical, this is actually a decently high damage combo for being very easy to execute.

  • Jump cancellable on hit only.

Cancel Options: 5A, 2A, 5B, 2B, Skills, MP Skills[+]

Proration On-Hit Guard Damage MP Gain Level
80% Launch (-1) 60 5 3
No results

Crushing Fist

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
80 All 16 4 33 -18 none

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 into MS moves, 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 with j.S.

  • Keeps opponents airborne, allowing follow ups with any attack.
  • Greatly extended hitstun on counterhit allows for 214M to connect on cancel.

Cancel Options: 5A, 2A, 5B, 2B, Skills, MP Skills[+]

Proration On-Hit Guard Damage MP Gain Level
80% -12 70 5 5
No results

Low Kick

4S DNFD Low Icon.pngLow attack. Must be guarded crouching DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Air Walk

j.S 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
70 All 14 Until landing Until landing + 7 ~+7 none

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.A is her high option, while j.B whiff into low is her low option. Striker can also j.A > land > 5A to 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 (usually 214M), doing another j.S after this OTG leads to a safejump.
  • Can extend combos with both 5B and 5M, allowing for combos that can go from corner to corner.
  • High hitstun on counter hit allows for an easy combo conversion.


Cancel options: j.A, j.B, j.M

Proration On-Hit Guard Damage MP Gain Level
80% ~+15 50 5 3
  • Plummets on air hit

MP Skills

Shadowless Kick

5M DNFD OTG Icon.pngFirst kick must be guarded crouching DNFD OTG Icon.pngFirst kick hits knocked down opponents 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.
125 Low, All 8 3 (5) 3 (8) 4 22 -3 none 35

A 3-hit spinning kick that is safe on block and allows for extended combos and pressure when cancelled. This is her fastest MP move so this is Striker's main frametrap tool to catch mashers with stagger pressure.

  • First hit is a low that can hit OTG The 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.


Cancel options: 623M, 236M, 214M

Proration On-Hit Guard Damage MP Gain Level
90%×3 Launch (+31) 30, 30, 50 - 5, 3, 3
No results

Rising Fist

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.
112 All 9 1, 10x3 Until Landing + 17 Landing -53 1~11 All 50

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 into MS moves, 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 advancing DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. if you want to call out the opponent.


Cancel options: 5M, 236M, 214M, j.M

Version Proration On-Hit Guard Damage MP Gain Level
623M 50%, 60%×3 HKD (+6) 40x4 - 3, 3
  • reversal

Mountain Pusher

6M or 236M 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.
110 All 18 6 28 -8 4~23 Projectile 50

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


Cancel options: 5M, 623M, 214M

Version Proration On-Hit Guard Damage MP Gain Level
236M 90% Launch (+19), WBounce (+41~) 100 - 5
  • Launches on hit
  • Additionally wall bounces on CH

One Inch Punch

4M or 214M 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.
150 All 29 4 13 +4 none 50

Striker’s ideal combo ender. The hard knockdown gives her a safejump that she can opt for all sorts of high/low mixups during using j.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 of 5M or counterhit 6S to give a high damage combo starter. Midscreen, this move allows for a microdash OTG 4S pickup. This works from various starters followed by 2S.

  • 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.


Cancel options: 5M, 623M, 236M

Version Proration On-Hit Guard Damage MP Gain Level
214M 90% +137 330 - 5
  • Wall bounces on air hit

Tornado Kick

j.MDNFD OTG Icon.pngForces a hard knockdown against airborne opponents

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.
97 All 18 3 (12) 3 (8) 4 11 + 2 Landing - none 30

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 do j.S in the corner, allowing her to do another j.S when 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 at IAS Instant Air Special
    Conceptually includes Tiger KneePerforming 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 dash 5A gapless on block.
Proration On-Hit Guard Damage MP Gain Level
90%×3 - 40x3 - 3
No results

Awakening Moves

Empress's Climactic Fist

AS

Colors

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

Navigation

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