DNFD/Dragon Knight: Difference between revisions

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|input=2B
|input=2B
|description=
|description=
Dragon Knight's sweep. Though it has decent range, do not use this move standalone as it is very unsafe on block. Useful for gatlings after {{clr|B|5B}}. Also useful for creating space to make spacing traps by doing strings such as {{clr|B|5B}} > {{clr|B|2B}} > {{MMC|input=5S|label={{clr|S|5S}}}} > {{MMC|input=5M|label={{clr|M|5M}}}}, which then creates a situation where if the opponent attempts to hit Astra, Dragon Knight can use {{MMC|input=236M|label={{clr|M|236M}}}} for a counterhit and {{keyword|hard knockdown}} at long range. Using {{clr|B|2B}} for this purpose is needed against characters who have very long range normals, like {{Character Label|DNFD|Crusader}}.  
Dragon Knight's sweep. Though it has decent range, do not use this move standalone as it is very unsafe on block. Useful for gatlings after {{clr|B|5B}}. Also useful for creating space to make spacing traps by doing strings such as {{clr|B|5B}} > {{clr|B|2B}} > {{MMC|input=5S|label={{clr|S|5S}}}} > {{MMC|input=5M|label={{clr|M|5M}}}}, which then creates a situation where if the opponent attempts to hit Astra, Dragon Knight can use {{MMC|input=236M|label={{clr|M|236M}}}} for a counterhit and {{keyword|hard knockdown}} at long range. Using {{clr|B|2B}} to create an extra amount of distance between the opponent is needed against characters who have very long range normals, like {{Character Label|DNFD|Crusader}}.  
* Launches on hit
* Launches on hit
* Gives a hard knockdown on counter hit
* Gives a hard knockdown on counter hit

Revision as of 18:56, 8 July 2022

Overview
Overview

Dragon Knight a character that fighter alongside her partner, the dragon Astra. She pressures the opponent's guard by utilizing Astra's immobilizing attacks as well as a wide array of airborne-based attacks.

She is able to press an unwavering offense due to increased MP recovery speed when Awakened

Dragon Knight Dragon Knight is classified as a Gimmicky type. She can summon her dragon companion Astra for powerful independent attacks and can alter her airborne trajectory with her unique airdash.

Pros
Cons
  • Has a Dragon: Astra, Dragon Knight's titular Dragon, can be commanded independently from herself for tandem pressure or neutral control. Additionally Astra and his follow ups persist even if Dragon Knight gets hit, thus often forcing her opponents to deal with Astra first before being able to close in on her.
  • Has an Airdash: j.MDNFD Dragon Knight jM.pngGuardMidStartup29Recovery-Advantage- pauses Dragon Knight's momentum and can be turned into an airdash with another j.MDNFD Dragon Knight jM5M.pngGuard-Startup9Recovery0Advantage- input. This opens up her approaches on some characters as well as gives her pressure options and ambiguous high/lows when most characters don't have them.
  • Instant Overhead: j.MDNFD Dragon Knight jM.pngGuardMidStartup29Recovery-Advantage- j.ADNFD Dragon Knight jA.pngGuardHighStartup6RecoveryUntil Landing + 2Advantage~+13 done as low to the ground as possible is an extremely strong throw bait/fast overhead. Dragon Knight can even conversion cancel the first j.A into another j.A to confirm into a full combo without needing Astra.
  • Strong Neutral Control: Dragon Knight has access to j.SDNFD Dragon Knight jS 1.pngGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4, a very fast and low-commitment projectile that can be hard for opponents to challenge when done low to the ground which can be safely whiff cancelled into j.M to keep her distance. Dragon Knight also has Dragon Knight PrincessDNFD Dragon Knight 236M.pngGuardMidStartup20Recovery24Advantage-8, a nearly full screen swing. If done midscreen after Dragon ForceDNFD Dragon Knight 5MA.pngGuardMidStartup68 after 5MRecovery-Advantage+18, she can dash in fullscreen while protected by projectiles.
  • Fast Burner: Summon Astra and its follow-ups consume large amounts of MP while heavily stalling MP recovery, making it easy to run out of MP quickly when applying pressure, despite Dragon Knight's superior MP recovery speed.
  • Stubby Normals: Despite her strong and far reaching special moves, her normals lack range, forcing Dragon Knight to use MP to play neutral. Against characters that can hit both Astra and force her to block at the same time, Dragon Knight loses a lot of momentum. This is partially made up for with her naturally high MP regeneration.

Astra is a small dragon that accompanies Dragon Knight. By activating Summon AstraDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18, Astra will move in and attack the opponent completely independently of Dragon Knight's movements and actions, creating a tag-team duo on offense. Astra continue to attack even if Dragon Knight is hit, providing safe cover for Dragon Knight.

By pressing A, B, or S during Summon Astra, Dragon Knight will also instruct Astra to perform one of three follow-up actions to happen automatically after their initial attack. This gives her options to prolong and modify her offense, but she will be unable to halt the command once issued.

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

Doubles the passive MP recovery ratePassive MP recovery rate increases from 15 MP/s to 30 MP/s. and MP recovery on hit.
Dragon Knight
DNFD Dragon Knight Portrait.png
Health:930
Guard Gauge:950
MP Regen Rate:15
Prejump:4
Backdash:26
Unique Movement Options:Dragon Wing

Normal Moves

5A

5AA

5B

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
50 Mid 8 3 20 -4 none

Dragon Knight's longest grounded normal. Very fast for its range and great for combos to close distance for 2S. As a starter, it leads to high reward on both normal and counter hit, making it a strong stagger frametrap as well. This move also moves Dragon Knight forward significantly, which can create great resets on pressure combining with stagger 2B for a frame trap An offensive technique where the attacker leaves a small opening in their offense, goading the defender into performing an attack. This opening is designed such that the attacker can easily counter the defender's attack with their own. on block.

Cancel Options: 2B, Special moves, MP Special moves

Proration On-Hit Guard Damage MP Gain Level
70% -2 50 3 -
No results

2A

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 Low 5 2 19 -8 none

Dragon Knight's fastest low and also her fastest normal. Good for abare, as a pressure starter, or as the primary low option for high/low mixups. While the frame data is pretty bad on block, she can gaplessly chain into 5B to be much safer than she would be otherwise. Do not try to stagger only with this normal, chain into other normals as soon as possible to be less negative on block.

  • Chains into itself up to three times

Cancel Options: 2A (up to 3 times), 5B, 2B, Special moves, MP Special moves

Proration On-Hit Guard Damage MP Gain Level
55% -2 30 1 -
No results

2B

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
60 Low 13 3 28 -12 none

Dragon Knight's sweep. Though it has decent range, do not use this move standalone as it is very unsafe on block. Useful for gatlings after 5B. Also useful for creating space to make spacing traps by doing strings such as 5B > 2B > 5SDNFD Dragon Knight 5S.pngGuardMidStartup14Recovery26Advantage-8 > 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18, which then creates a situation where if the opponent attempts to hit Astra, Dragon Knight can use 236MDNFD Dragon Knight 236M.pngGuardMidStartup20Recovery24Advantage-8 for a counterhit and hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc. at long range. Using 2B to create an extra amount of distance between the opponent is needed against characters who have very long range normals, like Crusader.

  • Launches on hit
  • Gives a hard knockdown on counter hit

Cancel Options: Special moves, MP Special moves

Proration On-Hit Guard Damage MP Gain Level
70% KD (+10) 50 3 -
No results

j.A

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
40 High 6 3 Until Landing + 2 ~+13 none

Dragon Knight's fastest air normal. Good for catching people running under her or crossing under her flight. Also good as a high option for high/low mixups as it's much faster than j.B. Has a surprising amount of hitstun/blockstun so she can cancel high flights from this and still combo or continue into pressure.

  • Great crossup hitbox

Cancel Options: j.B, j.S, j.M

Proration On-Hit Guard Damage MP Gain Level
60% ~+15 30 1 -
No results

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
60 High 12 4 23 + 3 Landing -8~+15 none

A slower air normal that reaches higher and further forward than j.A, at the cost of being much slower to start up. However, it's slow enough to not come out if used from the lowest possible airdash, allowing Dragon Knight to fake out a high and go into a low or a throw. Can cross up. Very plus on hit and block, she can microdash combo off it on hit, but trying to tick throw off it will not work as she is too plus.

Cancel Options: j.S, j.M

Proration On-Hit Guard Damage MP Gain Level
75% -4~+19 50 3 -
No results

Universal Mechanics

Throw

Guard Cancel

Special Moves

Lethal Punto

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
75 Mid 14 3 26 -8 none

Long-range stab that's useful as a poke, blockstring filler or to convert off of spaced starters that Dragon Knight can't get 2S from, like max-range 5AA or 2B. Also great to create space between Dragon Knight and her opponent by canceling into 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18 to bait the opponent into hitting Astra and then retaliating them with a spaced 236MDNFD Dragon Knight 236M.pngGuardMidStartup20Recovery24Advantage-8 for a counterhit. Great range and safe on block at most ranges.

  • Data in [] refers to charged version
  • Chains into 4S and 6S

5[S]

Charged Punto, in addition to having much more damage and range, is much safer on block than its uncharged counterpart. Creates an even greater pushback to setup for spacing traps in 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18 blockstrings. Staple in corner combos due to its wallbounce and damage, as 5M~S often allows Dragon Knight to loop it multiple times in a single corner combo for extremely high damage.

She can also release charge early for a frametrap when people mash expecting 5[S] in a blockstring.

  • Wallbounces and hard knockdown on hit

Cancel Options: 4S, 6S, All MP Special Moves

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

Shield Uppercut

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
65 Mid 13 5 28 -10 none

Typical launcher. Sets up most of Dragon Knight's good combos. Generally cancelled into from 5B, and followed up with either 4S or 5M~X depending on screen positioning and combo scaling. It's range isn't great, however, so it is not advisable to autopilot into this for confirms.

Notably, this doesn't cancel from 5S so it must be confirmed from A/B buttons straight into it.

Cancel Options: 4S, 6S, All MP Special Moves

Proration On-Hit Guard Damage MP Gain Level
80% KD (+35) 60 5 -
No results

Sky Break

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
75 Mid 22 8 12 +3 none

Extremely fast anti air for its reach at a sharp angle. Dragon Knight also recovers in the air, making this move fairly safe or at least tricky to punish via j.M or j.S. Since it recovers airborne, Dragon Knight can use a falling overhead against opponents that are respecting her air options.

  • Can link into j.M on whiff to potentially make the whiff safe

Cancel Options: j.M

Proration On-Hit Guard Damage MP Gain Level
80% KD (+62) 60 5 -
  • Recovers airborne

Finish!

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
98 Mid 28 Until Landing + 8 Until Landing + 25 -12 none

Dragon Knight quickly rises up into the air and slams down towards the ground. Combo filler after 2S or from high launches in general. High recovery, but it has a generous window to combo from when cancelling either hit into a Mana Skill. Although punishable on reaction universally by characters' 623M, Dragon Knight can incorporate 4S into her block-strings as a risky but effective way to steal a turn. After the first hit of 4S, Dragon Knight can special cancel into j.M on hit or block. This which allows her to frame trap with j.A or opt for a mix-up using j.B to land immediately and threaten a low/throw 50-50 situation. Momentum affects distance traveled significantly, there are dash blockstring setups that make this move crossup. OTGs.

  • Can be cancelled into j.M on the first hit
  • Second hit can be cancelled into any grounded mana skill

Cancel Options: All MP Special Moves

Proration On-Hit Guard Damage MP Gain Level
80%x2 KD (+22) 60 3 -
No results

Knuckle Blaster

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
102 Mid 20 Until Projectile Contact + 10 Until Landing + 10 -15~+4 none

Huge space-control fireball. A very silly swiss-army knife of a move that can be used for okizeme, to control airspace, as an air stall to bait anti-airs, instantly from a jump to bait throws, or just throwing it out randomly to gauge the opponent's reaction. The whiff cancel into flight is highly useful as it allows Dragon Knight to confirm whether the fireball was hit, blocked, or avoided, and pick an option based on how the opponent interacted with the fireball. If they rolled through it to avoid the explosion, she can cancel flight into j.A or j.B and punish them for it. If they blocked it, she can airdash and try to transition into pressure. If they got hit, Dragon Knight can can confirm into a combo with airdash j.B, provided the fireball doesn't hit an extended hurtbox.

However, as potent as j.S is, throwing it out willy-nilly against characters with larger normals is ill-advised, as a lot of them can just smack it out of its startup with one of their higher-reaching pokes.

  • Can be whiff cancelled into j.M

Cancel Options: j.M

Proration On-Hit Guard Damage MP Gain Level
80%x2 KD (~+36) 10 2 3, 4
No results

MP Special Moves

Summon Astra

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.
60 Mid 18 35 10 +18 none 50

Sends Astra forward to the opponent's location, attacking with a shockwave upon reaching them. If Dragon Knight is hit before Astra's attack is active, the move will be cancelled and Astra will fly back to its initial position behind Dragon Knight. Attacking Astra itself will also cancel the move.

Astra has fairly poor tracking and it can be hard to pin down moving opponents with this move. However, 5M's animation is short enough for Dragon Knight to link 5B if she cancels a launch into it. This leads to highly damaging, albeit expensive, combos from anywhere on screen.

This move is also used during Dragon Knight's pressure to try and force the opponent to disrespect her. The prospect of taking a guard-bar draining, 10 second long pressure sequence is fairly deterring, so opponents will often want to try and get out with abare, a reversal, or some other option.

  • During startup, Dragon Knight can command Astra to do one of three follow-ups. These follow-ups have their own mana cost and will not come out if Dragon Knight is in Exhaustion at the point which the follow-up is supposed to come out.
  • Despite what the in-game tutorial says, pressing the buttons at the same time can cause the follow-up move to not come out during hitstun. It's best to plink the input, i.e. press the follow-up shortly after pressing 5M
Proration On-Hit Guard Damage MP Gain Level
90% +25 50 - -
  • Recovery begins immediately after Startup. Dragon Knight recovers a minimum of 12 Frames before Astra attacks.

Dragon Force

Dragon Breath

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.
181 Mid 93 after 5M Travel Time + 10 - ~+40 none 20

Astra fires one massive slow-moving, multi-hit fireball that travels fullscreen.

Slower than 5M~A. Dragon Fang is likely the most versatile Astra followup, with a generous hitbox that can catch opponents off guard even if they escape the pressure sequence or Dragon Knight drops her combo somehow. These properties also make it great for midscreen combos.

Proration On-Hit Guard Damage MP Gain Level
90%x12 ~+125 10x11, 20 - 5, 6
No results

Dragon Fang

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.
186 Mid 58 after 5M 48 - ~+60 none (Astra: All) 40

Astra becomes invulnerable and spins around, hitting several times.

Decent for lockdown, but most commonly seen in corner combos as the long hitstun enables Dragon Knight's highly damaging and versatile 5[S] loops. Huge generous hitbox with much more verticality than the other two followups, which can be useful if Astra tracks the opponent to an awkward position

Proration On-Hit Guard Damage MP Gain Level
90%x6 ~+70 30x6 - -
No results

Dragon Smash

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.
152 Mid 10, 33 4, 4 Until Landing + 10 -49 1~10 All 60

Dragon Knight's invincible reversal, and a pretty good one. She can link this after 214M/4M anywhere, or of course use it as defensive option. Pretty good range and will clip extended hurtboxes with fair regularity, but of course if this whiffs or is blocked it is highly punishable due to its long recovery.

  • Invulnerable on startup
  • Cannot be cancelled with Conversion
  • CH state in recovery
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%x2 KD (+14) 60 (First Hit) - -
  • reversal

Dragon Warrior Princess

Biting Dragon

Dragon Wing

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.
Dragon Wing - Mid 29 Until Cancelled - - none 30
Boost Wing (Forward) - - 9 41 0 - none 15
Boost Wing (Back) - - 9 41 0 - none 15

AKA Flight. Upon j.M's activation, Dragon Knight's MP gauge stops recovering and drains slowly while flight is active. Notably, j.S can whiff cancel into flight, so Dragon Knight can make her fireball much safer using it. She can also use it to threaten a long-range whiff punish that leads to a full combo, or to bait grounded anti-airs by indefinitely stalling her momentum.

If cancelled into j.A or j.B, Dragon Knight will start falling immediately upon using the move.

  • Will continuously drain MP while active
  • Lasts until Dragon Knight's MP runs out, but can be cancelled with j.A, j.B, j.S, or j.M~M/4M.
  • Can only be used once per jump

Boost Wing (Forward) 5M

Great for extending air combos. Dragon Knight can easily confirm into airdash j.B upon landing j.S. Notably, unlike airdashes in most other anime fighters, Boost Wing has a very low/no minimum height and can be used extremely close to the ground, making it decent for a quick, high profile approach option.

  • Moves about halfscreen forward

Boost Wing (Backward) 4M

Mostly used for repositioning if the opponent puts her in a bad spot during the flight. Fairly hard to catch due to how fast it moves.

  • Moves about a quarter screen backward
Version Proration On-Hit Guard Damage MP Gain Level
j.M - - - - -
j.M~5M - - - - -
j.M~4M - - - - -
No results

Awakening Moves

Dragon Sortie

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
400 Mid 2 + 16 30 19 -32 none

Dragon Sortie's activation hit has a big range in front and above Dragon Knight, making this a very easy and reliable Awakening move to combo into. From any combo that ends with 214M, a delay cancel into Dragon Sortie will combo and do massive damage. To land it consistently, wait until the opponent starts falling before pressing AS.

  • No invulnerability, but large disjointed hitbox
  • Dragon Knight exits Awakened state upon use
Proration On-Hit Guard Damage MP Gain Level
100% HKD (+2) 40 - -
No results

Colors

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

External References

Notable Players:

  • SQuirrel147 (or SQ) (EN)
Twitch: SQuirrel147
YouTube: SQuirrel147
Twitter: @SQuirrel147
  • Zeus (KR)
Twitch: zeus_korea
YouTube: 제우스 Zeus9
Twitter: @Zeus_0318

Navigation

Dragon Knight
To edit frame data, edit values in DNFD/Dragon Knight/Data.