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{{ | ==Overview== | ||
{{ | {{DNFD/CharacterLinks}} | ||
{{ | <div id="home-content" class="home-grid"> | ||
====== | {{card|width=4 | ||
{{ | |header=Overview | ||
| | |content= 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. {{MMC|input=5AA|label={{clr|A|5AA}}}}, {{MMC|input=5B|label={{clr|B|5B}}}}, and especially {{MMC|input=5S|label={{clr|S|5S}}}} have excellent range and are capable of shutting down approaching opponents with ease. If his pokes falter, then Crusader can rely on {{MMC|input=6S|label={{clr|S|6S}}}} to help cover a large space in front of him with a slow-moving projectile. Crusader's {{MMC|input=j.M|label={{clr|M|j.M}}}} 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 {{MMC|input=236M|label={{clr|M|Deflection Wall}}}}, which places a corner wall behind his opponent. From here, Crusader can use options like his plus on block {{MMC|input=2A|label={{clr|A|2A}}}} to enforce his pressure. Crusader also has access to {{MiniMoveCard|DNFD|chara=Crusader|input=214M|imageNumber=1|label={{clr|M|Grace of Lemidios}}}}, 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 {{MiniMoveCard|DNFD|chara=Crusader|input=214M|type=Grace|label={{clr|M|Strike of Repentance}}}} and {{MMC|input=j.214M|label={{clr|M|Apocalypse}}}}. 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. | |||
}} | |||
{{DNFD/Infobox | |||
|fastestAttack=[[#2A|2A]] (7F) | |||
|reversal=[[#Haptism|Haptism {{clr|M|623M}}]] (15F) | |||
}} | |||
{{ProsAndCons | |||
| intro = is classified as a '''''{{clr|#e39144|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 = | |||
* '''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 {{MMC|input=236M|label=Deflection Wall}}. | |||
* '''Corner on Demand:''' {{MMC|input=236M|label=Deflection Wall}} 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 {{clr|3|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 {{clr|4|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. | |||
| cons = | |||
*'''Heavy Strikes:''' Crusader's Normal attacks are all very slow, making it difficult to fight at close-range, and his {{clr|S|Skills}} and {{clr|M|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 {{clr|M|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|Haptism {{clr|M|623M}}]] Loses to throws and lows and has no invincibility, while {{MMC|input=4S|label={{clr|S|4S}}}} also loses to low attacks. | |||
}} | |||
<!-- ### Not in template yet #### | |||
| lore = '''A Priest who has been blessed by God Himself that marches through any obstacle that blocks his path.''' | | lore = '''A Priest who has been blessed by God Himself that marches through any obstacle that blocks his path.''' | ||
Line 12: | Line 40: | ||
Bestowed with the powers of judgement and repentance after accepting God's Light, the light that shines from him is holy and resplendent.<br> | Bestowed with the powers of judgement and repentance after accepting God's Light, the light that shines from him is holy and resplendent.<br> | ||
His stoic determination to fulfill his purpose as an agent of God by protecting the weak, delivering justice to evil, and filling the world with life and brightness can be seen in his every action. | His stoic determination to fulfill his purpose as an agent of God by protecting the weak, delivering justice to evil, and filling the world with life and brightness can be seen in his every action. | ||
}}--> | |||
</div> | |||
===Unique Mechanics=== | |||
{{card|width=4 | |||
| header= [[File:DNFD Grace Of Lemedios Icon.png|40px|link=DNFD/HUD#Grace Of Lemidios]] Grace of Lemidios | |||
| content = | |||
| | Crusader's {{MiniMoveCard|DNFD|chara=Crusader|input=214M|imageNumber=1|label={{clr|M|214M}}}} encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his {{MiniMoveCard|DNFD|chara=Crusader|input=5B|label={{clr|B|5B}}}}, {{MiniMoveCard|DNFD|chara=Crusader|input=2B|label={{clr|B|2B}}}}, {{MiniMoveCard|input=5S|label={{clr|S|5S}}}}, {{MiniMoveCard|input=5S|label={{clr|S|j.S}}}}, {{MiniMoveCard|input=2S|label={{clr|S|2S}}}} and {{MiniMoveCard|input=j.M|label={{clr|M|j.M}}}}. | ||
The Grace can also be expended to activate {{MiniMoveCard|DNFD|chara=Crusader|input=214M|type=Grace|label={{clr|M|Strike of Repentance}}}}, inflicting opponents with the Shocked [[File:DNFD Shocked Icon.png|18px|link=DNFD/HUD#Shocked]] state, preventing them from being able to jump; and {{MiniMoveCard|DNFD|chara=Crusader|input=j.214M|label={{clr|M|Apocalypse}}}}, 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. | |||
}} | |||
{{card|width=4 | |||
| header= [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Crusader_Awakening_Icon2.png|40px]] Sacred Faith | |||
| content =<center>{{FrameDataNotes|DNFD|Awakening Overview}}.</center> | |||
<center>Permanently activates the effects of Grace of Lemidios for the rest of the round.</center> | |||
}} | |||
| | {{card|width=4 | ||
| header= [[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: Merciful Strength [[File:DNFD_Defense_Up_Icon.png|40px]][[File:DNFD_Guard_Gauge_Increase_Icon.png|40px]][[File:DNFD_Recovery_Up_Icon.png|40px]] | |||
| content =<center>{{FrameDataNotes|DNFD|Awakening Overview2}}.</center> | |||
<center>When hit, damage received is reduced by 10%. When blocking, Guard Damage received is also reduced by 10%. | <center>When hit, damage received is reduced by 10%. When blocking, Guard Damage received is also reduced by 10%. | ||
Line 39: | Line 66: | ||
==Normal Moves== | ==Normal Moves== | ||
===<big>5A</big>=== | ===<big>{{clr|A|5A}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5A | |input=5A | ||
|description= | |description= | ||
Slightly slow poke with a big delay when the second hit is involved | Slightly slow poke with a big delay when the second hit is involved. Hits crouching. | ||
* Can extend 5M combos with 5S 5M if done without the minimum amount of air hits and if the opponent is high enough | * Can extend {{clr|M|5M}} combos with {{clr|S|5S}} {{clr|M|5M}} if done without the minimum amount of air hits and if the opponent is high enough | ||
* Cannot cancel to {{clr|A|5AA}} on whiff | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA}}, {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>5AA</big>=== | ===<big>{{clr|A|5AA}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5AA | |input=5AA | ||
|description= | |description= | ||
Excellent range normal that doesn't always reach fully when {{clr|A|5A}} is | Excellent range normal that doesn't always reach fully when {{clr|A|5A}} is blocked from farther away due to pushback, especially on block. Generally followed up by {{clr|M|236M}} to start combos or maintain pressure on block, or into {{clr|M|5M}} for a simple confirm. | ||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>5B</big>=== | ===<big>{{clr|B|5B}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5B|versioned= | |input=5B|versioned=name | ||
|description= | |description= | ||
Solid poke that enables higher damage wall conversions, and becomes more oppressive when {{MMC|input=214M|label=Grace of Lemidios}} is active | Solid poke that enables higher damage wall conversions, and becomes more oppressive when {{MMC|input=214M|imageNumber=1|label=Grace of Lemidios}} is active. | ||
* Can {{ | |||
* | 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 {{clr|A|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. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>2A</big>=== | ===<big>{{clr|A|2A}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=2A | |input=2A | ||
|description= | |description= | ||
Crusader's fastest {{keyword|abare}} option. | |||
Thanks to its massive plus frames on block, it's the cornerstone of Crusader's up close stagger pressure. Links into itself on hit and can counterhit confirm into {{clr|A|5AA}}. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>2B</big>=== | ===<big>{{clr|B|2B}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=2B | |input=2B | ||
|versioned= | |versioned=name | ||
|description= | |description= | ||
Crusader's only low | 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 {{clr|B|5B}}'s launch. | |||
* The Grace thunderbolt only comes out at the tip of the hammer, but reaches high for juggles. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}}, Throw | |||
}} | }} | ||
===<big>j.A</big>=== | ===<big>{{clr|A|j.A}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=j.A | |input=j.A | ||
|description= | |description= | ||
Fast air to air option that can cancel into | Fast air to air option that can cancel into {{clr|M|j.M}} for a strong combo, thought it can fail to combo if {{clr|A|j.A}} connects while Crusader is falling. | ||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|M|j.M}} | |||
}} | }} | ||
===<big>j.B</big>=== | ===<big>{{clr|B|j.B}}</big>=== | ||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=j.B | |input=j.B | ||
|description= | |description= | ||
Long range air to ground normal, can hit on the way up against some other characters | Long range air to ground normal, can hit on the way up against some other characters | ||
* Opens up {{color|4|j.M}} loops in combos when a wall is involved | 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. | ||
* Can be used to set up a safe jump off of 2B | |||
* Very good cross-up potential | Cancelling into {{clr|M|j.M}} against a grounded opponent often fails to combo when done too low to the ground due to {{clr|M|j.M}}'s startup causing the move to not come out as Crusader lands. | ||
* Opens up {{color|4|j.M}} loops in combos when a wall is involved. | |||
* Can be used to set up a safe jump off of {{clr|B|2B}}. | |||
* Very good cross-up potential. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|M|j.M}} | |||
}} | }} | ||
==Universal Mechanics== | ==Universal Mechanics== | ||
===<big>Throw</big>=== | ===<big>Throw</big>=== | ||
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=A+B | |input=A+B | ||
Line 116: | Line 159: | ||
Leaves the opponent far away unless a wall is involved | Leaves the opponent far away unless a wall is involved | ||
* Sets up a mostly safe fireball if done with enough space between | * Sets up a mostly safe fireball if done with enough space between | ||
* Can be converted if {{MMC|input=214M|label= | * Can be converted if {{MMC|input=j.214M|type=Grace|label=Apocalypse}} is up, leading into nasty setplay | ||
}} | }} | ||
===<big>Dodge</big>=== | |||
{{InputBadge|'''{{clr|W|6G}}'''}} | |||
{{DNFD_Move_Card | |||
|input=6G | |||
|description= | |||
}} | |||
===<big>Backwards Dodge</big>=== | |||
{{InputBadge|'''{{clr|W|4G}}'''}} | |||
{{DNFD_Move_Card | |||
|input=4G | |||
|description= | |||
* Has 7 frames more recovery than forward dodge, but the same Invulnerability. | |||
}} | |||
===<big>Guard Cancel</big>=== | ===<big>Guard Cancel</big>=== | ||
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=6B+S | |input=6B+S | ||
|description= | |description= | ||
Crusder's Guard Cancel shares the same hitboxes as {{MMC|input=2S|hitboxMode=true|label={{clr|S|2S}}}}, meaning it hits behind him at the end of the animation. | |||
}} | }} | ||
==Skills== | ==Skills== | ||
===<big>Hammer of Repentance</big>=== | ===<big>Hammer of Repentance</big>=== | ||
{{InputBadge|'''{{clr|S|5S}} (Air OK)'''}} {{DNFDicon|icon=otg}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=5S,j.S | |input=5S,j.S | ||
|versioned=yes | |versioned=yes | ||
|description= | |description= | ||
'''Hammer of Repentance {{clr|3|5S}}''' | '''Hammer of Repentance {{clr|3|5S}}''' | ||
Crusader's main zoning poke which gives him full screen presence | 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 {{keyword|OTG}} | * Hits {{keyword|OTG}} | ||
---- | ---- | ||
'''Aerial Hammer of Repentance {{clr|3| | '''Aerial Hammer of Repentance {{clr|3|j.S}}''' | ||
Much slower version of {{clr|3|5S}}, mainly used to {{keyword|kara cancel}} {{color|4|j.M}}. | |||
Nearly identical to {{clr|S|5S}}, it's generally not very useful itself unless to mix-up the timing of {{clr|3|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. | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}} | |||
}} | }} | ||
===<big>Sacred Upper</big>=== | ===<big>Sacred Upper</big>=== | ||
{{InputBadge|'''{{clr|S|2S}}'''}} {{DNFDicon|icon=hkd|info=The descending strike (Behind Crusader) inflicts hard knockdown on hit}} {{DNFDicon|icon=otg|info=The descending strike (Behind Crusader) can hit a knocked down opponent off the ground}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=2S | |input=2S | ||
|versioned=yes | |||
|description= | |description= | ||
Mainly a combo tool, hits one time in front of him and two times behind him | 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 {{clr|B|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 {{keyword|OTG}} | * Hits {{keyword|OTG}} | ||
* | * Leaves a thunderbolt behind him with {{MMC|input=214M|imageNumber=1|label=Grace of Lemidios}}, resulting in a free {{keyword|OTG}} | ||
* Very effective at stuffing airborne that increase jump arc | |||
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}} | |||
}} | }} | ||
===<big>Flash Sphere</big>=== | ===<big>Flash Sphere</big>=== | ||
{{InputBadge|'''{{clr|S|6S}}'''}} {{DNFDicon|icon=proj}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=6S | |input=6S | ||
|description= | |description= | ||
A slow moving projectile that travels fullscreen. | 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 {{clr|S|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. | ||
}} | }} | ||
===<big>Saint Counter</big>=== | ===<big>Saint Counter</big>=== | ||
{{InputBadge|'''{{clr|S|4S}}'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=counter}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=4S | |input=4S | ||
|description= | |description= | ||
The Holy Counter. A counter that launches the opponent | The Holy Counter. A manaless counter that launches the opponent into a wallbounce and hard knockdown. | ||
On successful counter, Crusader can pick up into a combo with {{clr|3|5S}} OTG into {{clr|M|236M}} for a short combo. | |||
* Cannot parry low moves or projectiles. | * Cannot parry low moves, throws, or projectiles. | ||
}} | }} | ||
==MP Skills== | ==MP Skills== | ||
===<big>Miracle Splitter</big>=== | ===<big>Miracle Splitter</big>=== | ||
{{InputBadge|'''{{clr|M|5M}}'''}} {{DNFDicon|icon=pi}} | |||
{{DNFD_Move_Card|game=DNFD|mp=yes | {{DNFD_Move_Card|game=DNFD|mp=yes | ||
|input=5M | |input=5M | ||
|description= | |description= | ||
Crusader charges forward a little further than half screen distance, then attacks with a delayed uppercut launcher. | 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. | * 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. | ||
}} | }} | ||
===<big>Haptism</big>=== | ===<big>Haptism</big>=== | ||
{{InputBadge|'''{{clr|M|2M}}'''}} or {{InputBadge|'''{{clr|M|623M}}'''}} {{DNFDicon|icon=armor}} | |||
{{DNFD_Move_Card|game=DNFD|mp=yes | {{DNFD_Move_Card|game=DNFD|mp=yes | ||
|input=623M,2M | |input=623M,2M | ||
|description= | |description= | ||
Crusader's reversal option. | 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. | |||
}} | }} | ||
===<big>Deflection Wall</big>=== | ===<big>Deflection Wall</big>=== | ||
{{InputBadge|'''{{clr|M|6M}}'''}} or {{InputBadge|'''{{clr|M|236M}}'''}} {{DNFDicon|icon=proj}} | |||
{{DNFD_Move_Card|game=DNFD|mp=yes | {{DNFD_Move_Card|game=DNFD|mp=yes | ||
|input=236M,6M | |input=236M,6M | ||
|description= | |description= | ||
Bring the corner to them! The cornerstone of Crusader’s pressure and combos | 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 {{clr|1|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. | |||
}} | }} | ||
===<big>Grace of Lemidios</big>=== | ===<big>Grace of Lemidios</big>=== | ||
{{DNFD_Move_Card | {{InputBadge|'''{{clr|M|4M}}'''}} or {{InputBadge|'''{{clr|M|214M}}'''}} | ||
{{DNFD_Move_Card|mp=yes | |||
|input=214M,4M|type=M | |input=214M,4M|type=M | ||
|versioned=name | |||
|description= | |description= | ||
Crusader applies a suite of temporary buffs to himself and gains access to two new MP Skills. | 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 {{MMC|input=214M|type=M|label=Holy Shock}} are added to {{clr|2|5B}}, {{clr|2|2B}}, {{clr|S|5S}}, {{clr|S|j.S}}, {{clr|S|2S}}, and {{clr|4|j.M}} {{MMC|input=j.M|label=Spear of Victory}}, adding a second hit after the first that extends almost to the top of the screen. This allows for combo extensions and makes {{clr|4|5M}} and {{clr|4|2M}} much safer on block.<br> | |||
{{MMC|input=214M|type=Grace|label=Strike of Repentance}} and {{MMC|input=j.214M|type=Grace|label=Apocalypse}} 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. | |||
{{MMC|input=214M|type=Grace|label=Repentance}} | |||
}} | }} | ||
===<big>Strike of Repentance</big>=== | ===<big>Strike of Repentance</big>=== | ||
{{InputBadge|'''{{clr|M|4M}} during Grace of Lemidios'''}} or {{InputBadge|'''{{clr|M|214M}} during Grace of Lemidios'''}} {{DNFDicon|icon=hkd}} {{DNFDicon|icon=otg}} {{DNFDicon|icon=shocked}} | |||
{{DNFD_Move_Card|game=DNFD|mp=yes | {{DNFD_Move_Card|game=DNFD|mp=yes | ||
|input=214M,4M|type=Grace | |input=214M,4M|type=Grace | ||
|description= | |description= | ||
A huge hammer strike that despite its looks, has slightly less range than {{MMC|input=5S|label=Hammer of Repentance}}. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump. | A huge hammer strike that despite its looks, has slightly less range than {{MMC|input=5S|label=Hammer of Repentance}}. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump. | ||
* Removes {{MMC|input=214M|label=Grace of Lemidios}} on | * Removes {{MMC|input=214M|imageNumber=1|label=Grace of Lemidios}} on use. | ||
* Hard knockdown on hit. Also hits {{keyword|OTG}}. | * Hard knockdown on hit. Also hits {{keyword|OTG}}. | ||
}} | }} | ||
===<big>Apocalypse</big>=== | ===<big>Apocalypse</big>=== | ||
{{InputBadge|'''{{clr|M|j.4M}} during Grace of Lemidios'''}} or {{InputBadge|'''{{clr|M|j.214M}} during Grace of Lemidios'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}} {{DNFDicon|icon=shocked}} | |||
{{DNFD_Move_Card|game=DNFD|mp=yes | {{DNFD_Move_Card|game=DNFD|mp=yes | ||
|input=j.214M, j.4M | |input=j.214M, j.4M | ||
|description= | |description= | ||
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. | 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 {{clr|B|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 {{MMC|input=214M|imageNumber=1|label=Grace of Lemidios}} on use. | |||
* | * Is removed if crusader is struck before the darkness orb is out, however it persists once active. | ||
* Is removed | * Leaves Crsuader exposed during animation. A savvy opponent can punish (which, as mentioned above, removes the trap). | ||
* | |||
}} | }} | ||
===<big>Spear of Victory</big>=== | ===<big>Spear of Victory</big>=== | ||
{{InputBadge|'''{{clr|M|j.M}}'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}} | |||
{{DNFD_Move_Card|game=DNFD|mp=yes | {{DNFD_Move_Card|game=DNFD|mp=yes | ||
|input=j.M | |input=j.M | ||
|description= | |description= | ||
A very fast projectile that goes diagonally downward. | 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 {{keyword|kara cancel}}ed from {{color|S|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. | |||
*Explosion launches up after a hard knockdown allowing for bonus hits. | |||
}} | }} | ||
==Awakening | ==Awakening Skill== | ||
===<big>Ascension</big>=== | ===<big>Ascension</big>=== | ||
{{InputBadge|'''{{clr|AS|AS}}'''}} {{DNFDicon|icon=otg}} | |||
{{DNFD_Move_Card | {{DNFD_Move_Card | ||
|input=AS | |input=AS | ||
Line 269: | Line 350: | ||
|description= | |description= | ||
Crusader slams his hammer into the ground, creating a shockwave with practically unlimited vertical range that can connect against opponents juggled to the stage's height limit | Crusader slams his hammer into the ground, creating a shockwave with practically unlimited vertical range that can connect against opponents juggled to the stage's height limit | ||
* Only connects at tip range so might require some delay as a combo ender on some routes | *The shockwave Only connects at tip range so it might require some delay as a combo ender on some routes. | ||
}} | }} | ||
==Colors== | ==Colors== | ||
{{DNFDColors | {{DNFDColors | ||
|reference3=B-Type Color [https:// | |reference2=Teida Beonarr [https://wiki.dfo.world/view/Teida_Beonarr ''(DFO NPC)] | ||
|reference4=C-Type Color [https:// | |reference3=B-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)] | ||
|reference5=D-Type Color [https:// | |reference4=C-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)] | ||
|reference5=D-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)] | |||
}} | }} | ||
==Navigation== | ==Navigation== | ||
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | {{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}} | ||
{{ | {{DNFD/Navigation}} | ||
{{Overview/SEO}} |
Latest revision as of 08:32, 13 April 2024
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. 5AAGuardMidStartup11Recovery31Advantage-10, 5BGuardMidStartup14Recovery23Advantage+9, and especially 5SGuardMidStartup20Recovery35Advantage-10 have excellent range and are capable of shutting down approaching opponents with ease. If his pokes falter, then Crusader can rely on 6SGuardMidStartup20RecoveryAdvantage-6 to help cover a large space in front of him with a slow-moving projectile. Crusader's j.MGuardMidStartup15RecoveryUntil 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 WallGuardMidStartup15RecoveryTotal 45Advantage+5, which places a corner wall behind his opponent. From here, Crusader can use options like his plus on block 2AGuardMidStartup7Recovery16Advantage+3 to enforce his pressure. Crusader also has access to Grace of LemidiosGuardMidStartup45RecoveryAdvantage-, 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 RepentanceGuardMidStartup22RecoveryAdvantage-8 and ApocalypseGuardMidStartup200RecoveryAdvantage-. 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.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.
- 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 WallGuardMidStartup15RecoveryTotal 45Advantage+5.
- Corner on Demand: Deflection WallGuardMidStartup15RecoveryTotal 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 4SGuardMidStartup3Recovery40Advantage- also loses to low attacks.
Unique Mechanics
Crusader's 214MGuardMidStartup45RecoveryAdvantage- encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his 5BGuardMidStartup14Recovery23Advantage+9, 2BGuardLowStartup18Recovery24Advantage+4, 5SGuardMidStartup20Recovery35Advantage-10, j.SGuardMidStartup20Recovery35Advantage-10, 2SGuardMidStartup18,26Recovery29Advantage-12 and j.MGuardMidStartup15RecoveryUntil landing+15Advantage-.
The Grace can also be expended to activate Strike of RepentanceGuardMidStartup22RecoveryAdvantage-8, inflicting opponents with the Shocked state, preventing them from being able to jump; and ApocalypseGuardMidStartup200RecoveryAdvantage-, 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.Normal Moves
5A
Slightly slow poke with a big delay when the second hit is involved. Hits crouching.
- Can extend 5M combos with 5S 5M if done without the minimum amount of air hits and if the opponent is high enough
- Cannot cancel to 5AA on whiff
Cancel Options: 5AA, 4S, 6S, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 |
5AA
Excellent range normal that doesn't always reach fully when 5A is blocked from farther away due to pushback, especially on block. Generally followed up by 236M to start combos or maintain pressure on block, or into 5M for a simple confirm.
Cancel Options: 4S, 6S, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -5 |
5B
Solid poke that enables higher damage wall conversions, and becomes more oppressive when Grace of LemidiosGuardMidStartup45RecoveryAdvantage- 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
Crusader's fastest abare An attack during the opponent's pressure, intended to interrupt it. option.
Thanks to its massive plus frames on block, it's the cornerstone of Crusader's up close stagger pressure. Links into itself on hit and can counterhit confirm into 5AA.
Cancel Options: 4S, 6S, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +8 |
2B
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
Fast air to air option that can cancel into j.M for a strong combo, thought it can fail to combo if j.A connects while Crusader is falling.
Cancel Options: j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
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% |
Universal Mechanics
Throw
A+B
Dodge
6G
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Backwards Dodge
4G
- Has 7 frames more recovery than forward dodge, but the same Invulnerability.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
6B+S
Skills
Hammer of Repentance
5S (Air OK) 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 |
---|---|---|---|---|---|---|---|
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% |
Sacred Upper
2S The descending strike (Behind Crusader) inflicts hard knockdown on hit The descending strike (Behind Crusader) can hit a knocked down opponent off the ground
Mainly a combo tool, hits one time in front of him and two times behind him. Can be used to catch rolls with the backhits if delayed slightly for 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 LemidiosGuardMidStartup45RecoveryAdvantage-, 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 |
Flash Sphere
6S Is a projectile property attack
A slow moving projectile that travels fullscreen. Great screen control tool that has two hits, one when the projectile is being launched out, and one at the end of the active duration, where it explodes.
Most characters can avoid Flash Sphere by crouching, and some shorter characters, such as Dragon Knight, can outright run underneath it. 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 |
Saint Counter
4S Inflicts hard knockdown on hit Counters moves that are not projectiles, throws, or lows
The Holy Counter. A manaless counter that launches the opponent into a wallbounce and hard knockdown.
On successful counter, Crusader can pick up into a combo with 5S OTG into 236M for a short combo.
- Cannot parry low moves, throws, or projectiles.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
30% |
MP Skills
Miracle Splitter
5M Temporarily invincible against projectile property attacks
Crusader charges forward a little further than half screen distance, then attacks with a delayed uppercut launcher. Mostly used as combo fodder for corner carry and juggles.
Very risky to use on block, as the uppercut hit can be avoided by counters, dodges, armor, and DPs, and even if it isn't avoided, the move is punishable. With Conversion cancel however, Crusader bait out the DP, extend pressure, make the 2nd hit safe, or improve a combo.
- Projectile invulnerable during the start of the dash portion.
- Hits more times when the opponent is airborne depending on how high the first two hits are.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Haptism
2M or 623M Super Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves
Crusader's "invincible" reversal option.
Unlike other DP's, it has no invulnerability and instead has 3 hits of super armor, consequently making him vulnerable to throws, multihit attacks, and lows. It has a large horizontal hitbox on both sides and is fairly rewarding for crusader on hit due to it's launches properties sending the opponent nearly fullscreen. It is not foolproof however, as it can be jumped over with precise timing.
- The armor loses to low attacks.
- Although armored, Crusader is still vulnerable to throws and awakening attacks.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 50% |
- reversal
Deflection Wall
6M or 236M Is a projectile property attack
Bring the corner to them! The cornerstone of Crusader’s pressure and combos, Deflection Wall makes his pressure nearly inescapable and allows for conversions 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% |
Grace of Lemidios
4M or 214M
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 VictoryGuardMidStartup15RecoveryUntil landing+15Advantage-, adding a second hit after the first that extends almost to the top of the screen. This allows for combo extensions and makes 5M and 2M much safer on block.
Strike of RepentanceGuardMidStartup22RecoveryAdvantage-8 and ApocalypseGuardMidStartup200RecoveryAdvantage- 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 |
Strike of Repentance
4M during Grace of Lemidios or 214M during Grace of Lemidios Inflicts hard knockdown on hit Can hit a knocked down opponent off the ground Debuff inflicted on an opponent. Opponent is unable to jump temporarily.
A huge hammer strike that despite its looks, has slightly less range than Hammer of RepentanceGuardMidStartup20Recovery35Advantage-10. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump.
- Removes Grace of LemidiosGuardMidStartup45RecoveryAdvantage- 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% |
Apocalypse
j.4M during Grace of Lemidios or j.214M during Grace of Lemidios Is a projectile property attack Can hit a knocked down opponent off the ground Debuff inflicted on an opponent. Opponent is unable to jump temporarily.
Crusader sets an orb of light midair while curing him of any negative debuff effects. After a short time, it turns into an orb of darkness that shoots out a large number of multi-hitting lasers, covering a large area on the ground before ending in an explosion. On block, Apocalypse allows Crusader to deal upwards of 80% guard bar damage 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 LemidiosGuardMidStartup45RecoveryAdvantage- 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 |
Spear of Victory
j.M Is a projectile property attack Can hit a knocked down opponent off the ground
A very fast projectile that goes diagonally downward. Crusader rises into the air a bit before throwing. When reaching the ground, the projectile explodes, extending the hitbox horizontally.
Can 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 |
Awakening Skill
Ascension
AS Can hit a knocked down opponent off the ground
Crusader slams his hammer into the ground, creating a shockwave with practically unlimited vertical range that can connect against opponents juggled to the stage's height limit
- The shockwave Only connects at tip range so it might require some delay as a combo ender on some routes.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Colors
Teida Beonarr (DFO NPC) |
B-Type Color (DFO) |
C-Type Color (DFO) | |
D-Type Color (DFO) |