DNFD/Crusader: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
==Overview==
{{MFlag|sticky=bruh}}
{{DNFD/CharacterLinks}}
{{MFlag|stub}}
<div id="home-content" class="home-grid">
======<span style="visibility:hidden;font-size:0">Overview</span>======
{{card|width=4
{{Overview
|header=Overview
| overview = Crusader has many moves that have excellent range and damage. Coupled with being able to buff himself and placing a wall behind the opponent can make him difficult to deal with.
|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.'''


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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.
| summary = 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 =  
</div>
* '''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.
===Unique Mechanics===
* '''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.
{{card|width=4
* '''Durable:''' With the highest Guard and tied for the highest Health, both further enhanced during Awakening, and access to Super Armor [[File:DNFD Super_Armor Icon.png|18px]] through {{MiniMoveCard|DNFD|chara=Crusader|input=214M|label={{clr|M|214M}}}}, Crusader is the toughest character in the game.
| header=  [[File:DNFD Grace Of Lemedios Icon.png|40px|link=DNFD/HUD#Grace Of Lemidios]] Grace of Lemidios
*※ '''Infinites:''' Crusader is able to easily perform infinite combos, and can do so from almost any hit if he has White Health to perform a Conversion, winning the round off so much as a single hit.
| content =
| cons =  
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}}}}.
*'''Heavy Strikes:''' While extremely powerful, 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 recovery on whiff, giving opponents opportunities to close in, alongside being very susceptible to dodge.
 
*'''Limited Cancels:''' Crusader's {{clr|A|A}} and {{clr|B|B}} Normals cannot be canceled into other Normal or {{clr|S|Skill}} moves, unlike the majority of the cast. He can, however, still cancel them into {{clr|M|MP Skills}}.  For blockstrings while outside of the {{MMC|input=214M|label=Grace}} state, he has to rely on stagger pressure in order to chip away at the guard gauge alongside the use of delayed {{MMC|input=236M|label=Deflection Wall}}
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.
*'''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 also has the slowest movement speed in the game, making it difficult to approach through zoning or maneuver around pokes.
{{card|width=4
|footnote=※ Infinite combos are currently banned at select competitions. This advantage may not apply based on ruleset.
| header= [[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Crusader_Awakening_Icon2.png|40px]] Sacred Faith
| difficulty_rating =
| content =<center>{{FrameDataNotes|DNFD|Awakening Overview}}.</center>
| official_difficulty =
|unique_mechanic1_name= Unique Mechanic: [[File:DNFD Grace Of Lemedios Icon.png|40px|link=DNFD/HUD#Grace Of Lemidios]] Grace of Lemidios
|unique_mechanic1= Crusader's {{MiniMoveCard|DNFD|chara=Crusader|input=214M|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}}}} and {{MiniMoveCard|DNFD|chara=Crusader|input=2B|label={{clr|B|2B}}}}. Additionally, Crusader will receice 1 Super Armor [[File:DNFD Super_Armor Icon.png|18px]] during the grace, allowing him to sustain a single blow without recoiling or interrupting his attacks.


The grace can also be expended to activate  {{MiniMoveCard|DNFD|chara=Crusader|input=214M|type=Grace|label=[[{{PAGENAME}}#Strike of Repentance|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=[[{{PAGENAME}}#Apocalypse|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.
<center>Permanently activates the effects of Grace of Lemidios for the rest of the round.</center>
|unique_mechanic2_name= Awakening Effect: [[File:DNFD_Crusader_Awakening_Icon.png|40px]] Merciful Strength
}}
|unique_mechanic2= <center>''Awakening Effect: Activates when entering Awakening at 30% HP or less.</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%.


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==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.
* 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
* Does not gatling to {{clr|A|5AA}} on whiff
* Cannot cancel to {{clr|A|5AA}} on whiff
[[{{PAGENAME}}/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 hit from farther away. Generally followed up by {{clr|M|236M}} to start combos or maintain pressure on block.
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.
* Only cancels to MP Skills.
 
* Confirms to {{clr|M|5M}} for easy 60mp damage
[[{{PAGENAME}}/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=yes
|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 {{keyword|OTG}} after 2B
 
* Stronger vertical hitbox than 5A
With Grace, the additional plus frames allow Crusader to create some scary guard bar pressure or go for mixups.
* Thunderbolt only comes out at the tip of the hammer with {{MMC|input=214M|label=Grace of Lemidios}}
 
* Can be used to frame trap with 2A if hit point blank
* 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.
[[{{PAGENAME}}/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=
Cornerstone of Crusader's up close stagger pressure
Crusader's fastest {{keyword|abare}} option. 
*Links into itself.
 
*Plus on block
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}}.
*Counterhit confirms into 5AA
*Crusader's fastest abare option


[[{{PAGENAME}}/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=yes
|versioned=name
|description=
|description=
Crusader's only low, long range but unsafe against longer reaching normals. Opens up strong combos with 5B on hit.
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.
* Hard knockdowns enemies on hit midair enabling various moves to hit {{keyword|OTG}}
 
* Fairly large vertical hitbox for a low so it can hit enemies coming down
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.
* When {{MMC|input=214M|label=Grace of Lemidios}} is up, lightning bolt comes out tip range and makes the low plus.
 
* The Grace thunderbolt only comes out at the tip of the hammer, but reaches high for juggles.
[[{{PAGENAME}}/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 jM for a strong combo
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.
 
[[{{PAGENAME}}/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
* Hard knockdowns on air hit
 
* 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.
 
[[{{PAGENAME}}/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
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* Can be converted if {{MMC|input=j.214M|type=Grace|label=Apocalypse}} is up, leading into nasty setplay
* 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=
* Shares the same animation as 2S
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.
* Can hit on the way back
}}
}}


==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
|description=
|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 roughly 4/5 of the screen
 
* Has more anti air capability the closer the opponent is.  
* Very unsafe, needs to be cancelled into mana skills against some characters to prevent being punished.
* Hits {{keyword|OTG}}  
* Hits {{keyword|OTG}}  
----
----
'''Aerial Hammer of Repentance {{clr|3|j.S}}'''
'''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}}
Much slower version of {{clr|3|5S}}, mainly used to {{keyword|kara cancel}} {{color|4|j.M}}.
* Generally not very useful itself unless to mix-up the timing of {{clr|3|5S}}, as it only becomes active by the time Crusader is grounded.
 
* Fairly reactable but can open up mindgames with conversion
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.
 
[[{{PAGENAME}}/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, can be used to catch rolls with the backhits if delayed slightly for 5B restand afterwards. Can occasionally be used as anti air on reads but it's fairly slow
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.  
* Big anti-air.
 
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}}
* With specific spacing, OTG {{color|S|2S}} can link into itself for a 1-button infinite combo.
* 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
[[{{PAGENAME}}/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
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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.
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.
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.
* Some shorter characters, such as Dragon Knight, can run underneath it.
 
* Can be used with conversion to set up better advances mid screen.
*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 full-screen, which is Crusader's favorite place for his opponent to be.<br>
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.
* Hard knockdown on hit.
* Combos into {{clr|3|5S}} , but the conversion tends to more limited as you cannot set up a wall
}}
}}


==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.
* Grants more hits when they are in the air depending on how high the first two hits are.
* Hits more times when the opponent is airborne depending on how high the first two hits are.
* 2nd hit can be avoided by counters, dodges, armor, and DPs.
** Conversion can be used to bait out the dp, extend pressure, make the 2nd hit safe, and improve the combo.
}}
}}


===<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. It has 3 hits of super armor and is vulnerable to throws, but has a large horizontal hitbox on both sides and is fairly rewarding for crusader on hit as it launches the opponent nearly fullscreen. it is not foolproof however, as it can be jumped over with precise timing.
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 right next to Apocalypse, Deflection Wall makes his pressure nearly inescapable and allows for conversions from {{clr|1|5AA}}.
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}}.
* Vertical range is practically unlimited.
 
* It has infinite horizontal tracking and can only be avoided by dodge roll and i-frames as opposed to movement.
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.
* Has a collision box.
 
* Very strong in blockstrings as a delayed frame trap due to having low recovery and not being weak to rolls
Extremely fast characters such as Swift Master in awakening can actually move quickly enough to avoid Deflect Wall by running forward.
* Grants access to different juggles based on the height at the start of the combo
 
* 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|game=DNFD|mp=yes
{{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.  
 
While under Grace, Crusader has 1 hit of super armor, making it very hard for characters without multi-hitting moves to deal with his pokes.<br>


Automatic lightning follow-ups are added to {{clr|2|5B}}, {{clr|2|2B}}, and {{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>
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=Repentance}} or {{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 leaves him very vulnerable.
{{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.
}}
}}


===<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
|conditions= during '''Grace of Lemidios''' \during '''Grace of Lemidios'''
|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 usage.
* 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
|conditions= during '''Grace of Lemidios''' \during '''Grace of Lemidios'''
|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|label=Grace of Lemidios}} on usage.
* Removes {{MMC|input=214M|imageNumber=1|label=Grace of Lemidios}} on use.
* Hits {{keyword|OTG}}.
* Is removed if crusader is struck before the darkness orb is out, however it persists once active.
* Allows Crusader to combo off of throw, giving him a strong setplay/mixup option.
* Leaves Crsuader exposed during animation. A savvy opponent can punish (which, as mentioned above, removes the trap).
* Does 260 damage when used raw.
* Is removed on hit before the darkness orb out, however it cannot be removed on hit when it is fully out.
* On block can drain up to 80% of the guard gauge solely with just 5B
}}
}}


===<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. Rises into the air a bit before throwing. When reaching the ground, the projectile explodes, extending the hitbox horizontally.
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.  
 
** Without the explosion, the move will be minus, with the explosion and spacing it's plus enough for it to be a true blockstring
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 Moves==
==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://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|reference2=Teida Beonarr [https://wiki.dfo.world/view/Teida_Beonarr ''(DFO NPC)]
|reference4=C-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|reference3=B-Type Color [https://webstore.dfoneople.com/View/Package/Detail.aspx?ItemID=1007 ''(DFO)]
|reference5=D-Type Color [https://www.dfoneople.com/news/sales/The-Awakened-Ones ''(DFO)]
|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==
<center>{{Character Label|DNFD|Crusader|32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}
{{Overview/SEO}}

Latest revision as of 09:56, 12 March 2024

Overview

Overview

Repent, sinners! Crusader is a long-range, high-damage, big-body goliath who valiantly smites his foes from far away. He has access to a number of powerful tools that allow him to amass threat from fullscreen before charging forth and bringing the pain up close.

Many of Crusader's normals have fantastic range, though they tend to be slow. 5AADNFD Crusader 5AA.pngGuardMidStartup11Recovery31Advantage-10, 5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9, and especially 5SDNFD Crusader 5S.pngGuardMidStartup20Recovery35Advantage-10 have excellent range and are capable of shutting down approaching opponents with ease. If his pokes falter, then Crusader can rely on 6SDNFD Crusader 6S.pngGuardMidStartup20RecoveryAdvantage-6 to help cover a large space in front of him with a slow-moving projectile. Crusader's j.MDNFD Crusader jM.pngGuardMidStartup15RecoveryUntil landing+15Advantage- is also an incredibly fast diagonally-oriented projectile that can easily shut down any approach coming his way. Working all of these zoning tools together allows for Crusader to beat back attempts at getting close to him.

If his opponent makes a mistake and gets clipped by a good starter, then Crusader is capable of immediately transitioning into close-range pressure with his signature Deflection WallDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5, which places a corner wall behind his opponent. From here, Crusader can use options like his plus on block 2ADNFD Crusader 2A.pngGuardMidStartup7Recovery16Advantage+3 to enforce his pressure. Crusader also has access to Grace of LemidiosDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage-, a temporary buff that bestows additional lightning strikes on certain moves for combo extensions, gives him plus frames, and access to two additional MP Skills in Strike of RepentanceDNFD Crusader 214M214M.pngGuardMidStartup22RecoveryAdvantage-8 and ApocalypseDNFD Crusader j214M.pngGuardMidStartup200RecoveryAdvantage-. Both of these skills are excellent in combos and pressure, which makes applying Grace of Lemidios a strong option to consider.

Crusader's high damage and strong zoning come with a price- he's slow. Very slow. His large hitbox, sluggish pokes and slow run speed can make it difficult to contest certain matchups. Opponents who understand how slow Crusader really is can also zip by his pressure attempts with a well-timed dodge, meaning a Crusader player has to be very conscious about their chosen pressure strings. In general, whiffing any of Crusader's slow pokes can spell bad news for him.

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

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

Pros
Cons
  • Heavenly Zoning: Crusader's huge attacks and access to grounded and airborne projectiles allows him to very effectively strike from a safe distance, alongside the ability to force zoners to slow down with the use of Deflection WallDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5.
  • Corner on Demand: Deflection WallDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 allows Crusader to place the opponent in a corner situation off of virtually any hit or as a whiff punish, enabling devastating combos at will. Even when used on block, it's still plus.
  • Meterless Counter Crusader's 4S is a counter attack that does not cost any mana, allowing him to escape some situations where other characters would need to use an MP Skill in.
  • Durable: With the highest Guard Gauge and tied for the highest Health, both further enhanced during Clear Cube Awakening, Crusader is the toughest character in the game.
  • Heavy Strikes: Crusader's Normal attacks are all very slow, making it difficult to fight at close-range, and his Skills and MP Skills have considerable startup and high recovery on whiff, giving opponents opportunities to close in.
  • Giant: Crusader is one of the largest characters in the game, making him susceptible to unique Round Start options, and air attacks can hit him much easier.
  • Slow: Crusader has the slowest movement speeds in the game, making it difficult to approach through zoning or maneuver around pokes.
  • Expensive: Majority of Crusaders MP Skills are quite costly meaning that overuse of these skills will result in exuastion much quicker than other characters.
  • Troubled Defense: Crusaders Resersals are very situational, Haptism 623M Loses to throws and lows and has no invincibility, while 4SDNFD Crusader 4S.pngGuardMidStartup3Recovery40Advantage- also loses to low attacks.

Unique Mechanics

DNFD Grace Of Lemedios Icon.png Grace of Lemidios

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

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

Normal Moves

5A

5AA

5B

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

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

With Grace, the additional plus frames allow Crusader to create some scary guard bar pressure or go for mixups.

  • Hits OTG and launches for a combo.
  • Can be used to frame trap with 2A if hit point blank
  • The Grace thunderbolt only comes out at the tip of the hammer, but reaches high for juggles.
  • +0 on block against Indomitable Spirit without Grace.

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

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

2A

2B

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

Crusader's only low. Has long range but unsafe against longer reaching normals and is a little too slow to use as a mixup option.

Has a fairly large vertical hitbox for a low, so it can hit enemies coming down from juggles. Hard knockdowns enemies on airborne hit, enabling OTGs such as 5B's launch.

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

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

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

j.A

j.B

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

Long range air to ground normal, can hit on the way up against some other characters

On air hit, plummets the opponent to the ground and ends with a hard knockdown if not followed-up with a combo. On grounded hit, has massive hitstun that can allow Crusader to land and convert into a combo if done while falling from as high as the top of his jump. On grounded counterhit, puts the opponent in a long stagger that forces them backwards.

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

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

Cancel Options: j.M

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

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Hammer of Repentance

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

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

Hammer of Repentance 5S

Crusader's main zoning poke which gives him strong meterless full screen presence. Staggers on hit, forcing the opponent backwards. Surprisingly safe for its reach, though it needs to be cancelled into mana skills against some characters to prevent being punished, especially at closer ranges.

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

Aerial Hammer of Repentance j.S

Much slower version of 5S, mainly used to kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. j.M.

Nearly identical to 5S, it's generally not very useful itself unless to mix-up the timing of 5S against roll-happy opponents, as it only becomes active by the time Crusader is grounded.

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

Cancel Options: 4S, 6S, MP Skills

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

Sacred Upper

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

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

Mainly a combo tool, hits one time in front of him and two times behind him. Can be used to catch rolls with the backhits if delayed slightly for a 5B restand afterwards.

Can occasionally be used as anti air as a read due to its slow startup, which is often too lengthy to use on reaction.

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

Cancel Options: 4S, 6S, MP Skills

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

Flash Sphere

6S DNFD Projectile Icon.pngIs a projectile property attack

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

A slow moving projectile that travels fullscreen. Great screen control tool that has two hits, one when the projectile is being launched out, and one at the end of the active duration, where it explodes.

Most characters can avoid Flash Sphere by crouching, and some shorter characters, such as Dragon Knight, can outright run underneath it. Using 6S in conjuction with Conversion Cancel can allow Crusader to advance safely as a midscreen approach.

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

Saint Counter

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

MP Skills

Miracle Splitter

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

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

Crusader charges forward a little further than half screen distance, then attacks with a delayed uppercut launcher. Mostly used as combo fodder for corner carry and juggles.

Very risky to use on block, as the uppercut hit can be avoided by counters, dodges, armor, and DPs, and even if it isn't avoided, the move is punishable. With Conversion cancel however, Crusader bait out the DP, extend pressure, make the 2nd hit safe, or improve a combo.

  • Projectile invulnerable during the start of the dash portion.
  • Hits more times when the opponent is airborne depending on how high the first two hits are.
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Haptism

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

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

Crusader's "invincible" reversal option.

Unlike other DP's, it has no invulnerability and instead has 3 hits of super armor, consequently making him vulnerable to throws, multihit attacks, and lows. It has a large horizontal hitbox on both sides and is fairly rewarding for crusader on hit due to it's launches properties sending the opponent nearly fullscreen. It is not foolproof however, as it can be jumped over with precise timing.

  • The armor loses to low attacks.
  • Although armored, Crusader is still vulnerable to throws and awakening attacks.
Version Proration On-Hit Guard Damage MP Gain Level
623M 50%
  • reversal

Deflection Wall

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

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

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

Its vertical range is practically unlimited and it has very good horizontal tracking. Makes for a strong blockstring option as a delayed frame trap due to having low recovery, being plus on block, and not being weak to rolls. While it can still be avoided by lows, Crusader recovers quickly enough to still be plus.

Extremely fast characters such as Swift Master in awakening can actually move quickly enough to avoid Deflect Wall by running forward.

  • Once "active", Has a collision box that can't be rolled through or jumped over.
  • Grants access to different juggles based on the height at the start of the combo.
Version Proration On-Hit Guard Damage MP Gain Level
236M 85%
No results

Grace of Lemidios

4M or 214M

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

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

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

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

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

Strike of Repentance

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

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

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

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

Apocalypse

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

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

Crusader sets an orb of light midair while curing him of any negative debuff effects. After a short time, it turns into an orb of darkness that shoots out a large number of multi-hitting lasers, covering a large area on the ground before ending in an explosion. On block, Apocalypse allows Crusader to deal upwards of 80% guard bar damage with 5B over its duration.

Since it is highly active and has OTG properties, it allows Crusader to combo off of throw, giving him a strong setplay/mixup option.

  • Removes Grace of LemidiosDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage- on use.
  • Is removed if crusader is struck before the darkness orb is out, however it persists once active.
  • Leaves Crsuader exposed during animation. A savvy opponent can punish (which, as mentioned above, removes the trap).
Version Proration On-Hit Guard Damage MP Gain Level
j.214M 90%×44
No results

Spear of Victory

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

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

A very fast projectile that goes diagonally downward. Crusader rises into the air a bit before throwing. When reaching the ground, the projectile explodes, extending the hitbox horizontally.

Can be kara cancel A type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed from j.S to do it lower to the ground, enabling unique combos and projectile pressure, even working as a launcher in the corner. On block, without the explosion the move will be minus, and with the explosion at the right spacing it's plus enough to create true blockstrings.

  • Explosion launches up after a hard knockdown allowing for bonus hits.
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Skill

Ascension

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

Colors

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

Navigation

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