DNFD/Defense

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Revision as of 11:56, 2 July 2022 by Triplicity (talk | contribs) (Words)

Guard

Ground Guard

  • Also known as blocking.
Blocking is an necessary action to lower damage taken.

Hold 4 or G to Standing Guard and hold 1 or 2+G to Crouching Guard.

  • Standing Guard blocks Mid and High attacks, but not Lows.
  • Crouching Guard blocks Mid and Low attacks, but not Highs such as many (but not all) jumping attacks.
  • Air Guarding and guarding Throw attacks are not possible.

After blocking an attack, characters enter a state called blockstun where they are unable to do anything except block or Guard Cancel. Normally, blocking attacks results in the defender taking no damage, but MP Skills will deal a portion of their damage as White Damage when blocked.

Guard Crush

Blocking attacks depletes the Guard Gauge. When the Guard Gauge completely empties, the defending character will enter a Guard Crush state, leaving them temporarily vulnerable to attack.

Dodge

  • Also known as Roll

Performed by inputting 6+G. This moves your character forward while avoiding attacks, but is vulnerable to throws. They are not invulnerable immediately on startup making them susceptible to meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s, but after their short startup they are strike and projectile invulnerable for a significant amount of time until their recovery. Using dodges to move through big attacks with slow recoveries can guarantee punishes.

Dodges cannot be performed by holding G and pressing 6, but G can be released and pressed again while holding 6 to dodge, or while holding 6 in general (such as forward dashing).

All Characters Except Enchantress
  • 3-20F Strike Invul
  • 3-30F Projectile Invul
  • 21-33F Recovery
Enchantress
  • 5-22F Strike/Projectile Invul
  • 23-35F Recovery

Guard Cancel

Performed by pressing 6+B+S while blocking. An invincible attack that launches the opponent away on hit. It costs 100 MP and cannot be performed without at least 100 MP. The damage it deals is minor and cannot K.O. the opponent. Different characters use different moves for their Guard Cancels so their hitboxes widely vary, but they are universally 1-20F strike/projectile invul and unsafe when blocked.

Punish

Sometimes "Punish" will appear on the HUD. This means that a character was hit during the recovery of their attack.

Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block. Of course, just because an attack is fast enough does not also mean it has the range to reach the opponent, so knowledge and practice are still necessary even when a player knows the numbers.

While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning while mid-match. Did you actually punish the opponent's attack or were they just not blocking?

Reversal

Reversal is a term used to refer to either performing an action on the first possible frame after recovery or actions that would be used in such a context, such as moves with invincibility during start-up. The HUD displays the word "Reversal" when performing a move immediately after recovering from blockstun, hitstun, or knockdown. This message is useful to tell when an attack is performed as fast as possible.

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