DNFD/Crusader

From Dustloop Wiki
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.

 Crusader  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 and tied for the highest Health, both further enhanced during Awakening, and access to Super Armor DNFD Super Armor Icon.png through 214M[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage-, Crusader is the toughest character in the game.
  • 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.
  • Heavy Strikes: While extremely powerful, Crusader's Normal attacks are all very slow, making it difficult to fight at close-range, and his Skills and MP Skills have considerable recovery on whiff, giving opponents opportunities to close in, alongside being very susceptible to dodge.
  • Limited Cancels: Crusader's A and B Normals cannot be canceled into other Normal or Skill moves, unlike the majority of the cast. He can, however, still cancel them into MP Skills. For blockstrings while outside of the Grace[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- state, he has to rely on stagger pressure in order to chip away at the guard gauge alongside the use of delayed Deflection WallDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5
  • 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 is also has the slowest movement speed in the game, making it difficult to approach through zoning or maneuver around pokes.
Note: ※ Infinite combos are currently banned at select competitions. This advantage may not apply based on ruleset.

Crusader's 214M[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his 5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9 and 2BDNFD Crusader 2B Grace.pngGuardLowStartup18Recovery24Advantage+4. Additionally, Crusader will receice 1 Super Armor DNFD Super Armor Icon.png during the grace, allowing him to sustain a single blow without recoiling or interrupting his attacks.

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.
Awakening Effect: Activates when entering Awakening at 30% 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..
Crusader
DNFD Crusader Portrait.png
Health:1130
Guard Gauge:1100
MP Regen Rate:12
Prejump:4
Backdash:

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 Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- is active

  • Can OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." after 2B
  • Stronger vertical hitbox than 5A
  • Thunderbolt only comes out at the tip of the hammer with Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage-
  • Can be used to frame trap with 2A if hit point blank
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, long range but unsafe against longer reaching normals. Opens up strong combos with 5B on hit.

  • Hard knockdowns enemies on hit midair enabling various moves to hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
  • Fairly large vertical hitbox for a low so it can hit enemies coming down
  • When Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- is up, lightning bolt comes out tip range and makes the low plus.
Version Proration On-Hit Guard Damage MP Gain Level
2B 75%
2B 75%, 90%
  • Extra 2f hitstun added on OTG

j.A

j.B

Universal Mechanics

Throw

Guard Cancel

Skills

Hammer of Repentance

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 full screen presence

  • 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 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

  • Generally not very useful itself unless to mix-up the timing of 5S, as it only becomes active by the time Crusader is grounded.
  • Fairly reactable but can open up mindgames with conversion
Version Proration On-Hit Guard Damage MP Gain Level
5S 83%
5S
j.S 80%
j.S 80%
No results

Sacred Upper

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
110 Mid 18,26 5,4 29 -12 none
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 5B restand afterwards. Can occasionally be used as anti air on reads but it's fairly slow

  • Big anti-air.
  • Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
  • With specific spacing, OTG 2S can link into itself for a 1-button infinite combo.
Proration On-Hit Guard Damage MP Gain Level
80%
No results

Flash Sphere

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.

  • Most characters can avoid Flash Sphere by crouching.
  • Some shorter characters, such as Dragon Knight, can run underneath it.
  • Has two hits, one when the projectile is being launched out, and one at the end of it.
  • Can be used with conversion to set up better advances mid screen.
  • Good screen control, and can easily punish opponent's rolls if timed incorrectly.
Proration On-Hit Guard Damage MP Gain Level
80%×2
No results

Saint Counter

MP Skills

Miracle Splitter

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.

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

Haptism

Deflection Wall

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 right next to Apocalypse, Deflection Wall makes his pressure nearly inescapable and allows for conversions from 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.
  • Has a collision box.
  • Very strong in blockstrings as a delayed frame trap due to having low recovery and not being weak to rolls
  • 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

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.
Mid 45 none 90
80 Mid 1 13 none

Crusader applies a suite of temporary buffs to himself 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.

Automatic lightning follow-ups are added to 5B, 2B, and 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.

RepentanceDNFD Crusader 214M214M.pngGuardMidStartup22RecoveryAdvantage-8 or 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 leaves him very vulnerable.

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

Strike of Repentance

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 Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- on usage.
  • 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

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.

  • Removes Grace of Lemidios[[File:|130x200px]]GuardMidStartup1RecoveryAdvantage- on usage.
  • Hits OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
  • Allows Crusader to combo off of throw, giving him a strong setplay/mixup option.
  • 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
Version Proration On-Hit Guard Damage MP Gain Level
j.214M 90%×44
No results

Spear of Victory

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. 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.
    • Without the explosion, the move will be minus, with the explosion and spacing it's plus enough for it to be a true blockstring
  • Explosion launches up after a hard knockdown allowing for bonus hits.
Proration On-Hit Guard Damage MP Gain Level
90%×2
No results

Awakening Moves

Ascension

Colors

DNFD Crusader Color 1.png
DNFD Crusader Color 2.png
DNFD Crusader Color 3.png
DNFD Crusader Color 4.png
1
2
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

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