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Typical launcher. Sets up most of Dragon Knight's good combos. Generally cancelled into from {{clr|2|5B}}, and followed up with either {{clr|3|4S}} or {{clr|4|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 {{clr|3|5S}} so it must be confirmed from {{clr|1|A}}/{{clr|2|B}} buttons straight into it. | Typical launcher. Sets up most of Dragon Knight's good combos. Generally cancelled into from {{clr|2|5B}}, and followed up with either {{clr|3|4S}} or {{clr|4|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 {{clr|3|5S}} so it must be confirmed from {{clr|1|A}}/{{clr|2|B}} buttons straight into it. | ||
In pressure, {{clr|3|2S}} and {{clr|3|5S}} are fairly similar in usage, but differ in a few key ways. {{clr|3|2S}} is much easier to confirm as a frametrap than {{clr|S|5S}}, and is more rewarding on hit as well. It also has less pushback than {{clr|3|5S}}, which makes it much easier to punish on block when combined with its significantly worse frame advantage. However, it has the same frame advantage as {{clr|3|5S}} if cancelled into {{clr|M|5M}}, making it useful in certain matchups where DK would prefer to be in range for her faster buttons to connect rather than rely on spacing traps. | In pressure, {{clr|3|2S}} and {{clr|3|5S}} are fairly similar in usage, but differ in a few key ways. {{clr|3|2S}} is much easier to confirm as a frametrap than {{clr|S|5S}}, and is more rewarding on hit as well. It also has less pushback than {{clr|3|5S}}, which makes it much easier to punish on block when combined with its significantly worse frame advantage. However, it has the same frame advantage as {{clr|3|5S}} if cancelled into {{clr|M|5M}}, making it useful in certain matchups where DK would prefer to be in range for her faster buttons to connect rather than rely on spacing traps. | ||
It is -2 when cancelled into {{MMC|input=5m|label={{clr|M|5M}}}}. However, as {{clr|3|2S}} has less pushback on block than {{clr|3|5S}}, this could be useful as a meaty/pressure reset against characters with slow abare buttons (8F and above). Against these characters, {{clr|3|2S}} {{clr|M|5M}} {{clr|A|2A}} will beat their fastest buttons, allowing you to setup Astra pressure easily. | |||
This will work against Ranger, Launcher, Lost warrior, Inquisitor, Crusader and Troubleshooter. | |||
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}} | [[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options]]: {{clr|S|4S}}, {{clr|S|6S}}, {{clr|M|MP Skills}} |
Revision as of 23:07, 24 July 2022
Dragon Knight is a character with tools to play at any range, but particularly excels at close-range due to her ability to attack alongside her dragon Astra and her array of fast, rewarding buttons. To help her approach and get within this desired range, she also possesses potent movement in good walk and run speeds, as well as her unique movement mechanic, Flight.
Astra (5MGuardMidStartup18Recovery10Advantage+18) is the cornerstone of Dragon Knight's offense thanks to his versatility. Astra can attack in conjunction with Dragon Knight after she has given the command, enabling either long, threatening pressure sequences with the A followupGuardMidStartup68 after 5MRecovery-Advantage+18, flexible combos with the B followupGuardMidStartup93 after 5MRecovery-Advantage~+40, or either with the S followupGuardMidStartup58 after 5MRecovery-Advantage~+60 against a cornered opponent. Astra is even useful in neutral; sending him out against a wary opponent effectively forces them to make a decision as to how they'll avoid his attacks.
However, Dragon Knight's kit is far from weak without Astra. Notably, j.SGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4 is a powerful, versatile air fireball which can stop approaches, control air and ground space, and convert into combos. To supplement her generally stubby normals, she has 236MGuardMidStartup20Recovery24Advantage-8, a near-fullscreen attack which gives a 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. on counter-hit. On defense, Dragon Knight sports a great DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. in 623MGuardMidStartup10, 33RecoveryUntil Landing + 10Advantage-49, one of most reliable reversals and anti-airs in the game, and lightning-fast abare An attack during the opponent's pressure, intended to interrupt it. in 2A.
Her versatile and powerful toolkit is not without flaws, as Dragon Knight is very mana-hungry. 5M and its followups are already mana-expensive, and Dragon Knight will often use her mana for flight cancels, reversals, or 236M in addition to Astra summons. This adds up to a character who needs and spends more mana than many of her peers, and it is Dragon Knight's most notable weakness, although it is mostly negated by her Awakening.
Nevertheless, thanks to her oppressive Astra pressure, amazing space control, and generally well-rounded kit, Dragon Knight has all the tools an aggressive player needs to show up the competition.
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.
- 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.MGuardMidStartup29Recovery-Advantage- pauses Dragon Knight's momentum and can be turned into an airdash with another j.MGuard-Startup9Recovery0Advantage- input. This opens up her approaches on some characters as well as gives her pressure options and ambiguous high/low mixups when most characters don't have them.
- Instant Overhead: j.MGuardMidStartup29Recovery-Advantage- j.AGuardHighStartup6RecoveryUntil 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.SGuardMidStartup20RecoveryUntil 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 236MGuardMidStartup20Recovery24Advantage-8, a nearly full screen disjoint. If done midscreen after Dragon ForceGuardMidStartup68 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 fastest normals lack range. Against characters that can hit both Astra and force her to block at the same time, Dragon Knight loses a lot of momentum.
Astra is a small dragon that accompanies Dragon Knight. By activating Summon AstraGuardMidStartup18Recovery10Advantage+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 continues to attack even if Dragon Knight is hit, providing safe cover for Dragon Knight. However, the opponent can attack Astra itself to stop its attacks before they come out.
By pressing , , or 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 | |
---|---|
Health: | 930 |
Guard Gauge: | 950 |
MP Regen Rate: | 15 |
Prejump: | 4 |
Backdash: | 26 |
Unique Movement Options: | Dragon Wing |
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws. | 2A (5F) |
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options. | 623M (10F) |
Normal Moves
5A
5A
A fast poke with a decent combination of speed and range. Can be used to pick up punishes that 5B or 2A can't, or to start pressure with its wide cancel table.
- Cancels into 5AA on hit, block or whiff
Cancel Options: 5AA, 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -2 | 30 | 1 | - |
5AA
5AA
A long range stab with shocking range for a Dragon Knight normal. It can be useful to intentionally whiff 5A in neutral sometimes just to get this as a poke. At only -3 on block, 5AA has the best frame advantage of any of Dragon Knight's normals, making it potentially useful as a stagger tool as well.
Cancel Options: 5B, 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 | 30 | 1 | 0 |
5B
5B
Dragon Knight's most practical midrange 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.
5B's relatively high hitbox make it a fine reaction anti-air, and great in scrambles against an opponent who isn't on the ground. Combos from air hit 5B are stable and use the exact same routes as grounded hit 5B.
Cancel Options: 2B, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -2 | 50 | 3 | - |
2A
2A
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, Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
55% | -2 | 30 | 1 | - |
2B
2B
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 > 5SGuardMidStartup14Recovery26Advantage-8 > 5MGuardMidStartup18Recovery10Advantage+18, which then creates a situation where if the opponent attempts to hit Astra, Dragon Knight can use 236MGuardMidStartup20Recovery24Advantage-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: Skills, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | KD (+10) | 50 | 3 | - |
j.A
j.A
Dragon Knight's fastest air normal. Good for catching people running at her during flight, and as a rising air-to-air due to its speed. 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.
Despite appearances, it has no crossup hitbox.
- Can be used as an instant overhead against Crusader and Lost Warrior, as well as a blocking Hitman
Cancel Options: j.B, j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | ~+15 | 30 | 1 | - |
j.B
j.B
A much slower normal than j.A, with the upside that it's hitbox is better in every way. It's slow enough to not come out if used from the lowest possible j.M~M, allowing Dragon Knight to fake out a high and go into a low or a throw. Very plus on hit and block; she can microdash combo off it on hit. In exchange, it's pretty bad for tick throws due to its high blockstun.
Thanks to its high hitstun/untech time, it's much better as air combo filler than j.A is as well, comboing into j.S and linking into 5B/2S if used early in a combo. If j.B hits as an air-to-air, Dragon Knight usually has enough time to land and pick up, especially if it counter-hits.
- Crosses up
Cancel Options: j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -4~+19 | 50 | 3 | - |
Universal Mechanics
Throw
A+B
Dragon Knight does not get okizeme on a successful midscreen throw. In the corner, she can try to smack them with 5B or bait a reversal. After a 214M ender, Dragon Knight can set 5M~S on their wakeup and run a potent strike throw mix up. If she throws her enemy before Astra's initial attack goes active, Dragon Fang will land after the throw and allow Dragon Knight to convert the throw into a short combo.
- +2 on hit
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+2) | - | 10 | - |
Guard Cancel
B+S
Universal guard cancel with mediocre range. The 100 mana cost is especially grim to a character as mana-hungry as Dragon Knight, but it's nevertheless necessary at times to escape gapless guard break sequences. Still, Dragon Knight's other defensive options are generally more reliable than this short, expensive option, so try not to rely on it.
- Shares an animation with 2S
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+12) | - | - | - |
Skills
Lethal Punto
5S (Hold OK) Forces hard knockdown when charged
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 5MGuardMidStartup18Recovery10Advantage+18 to bait the opponent into hitting Astra and then retaliating them with a spaced 236MGuardMidStartup20Recovery24Advantage-8 or 5S for a counterhit. If the opponent has been conditioned not to contest 5MGuardMidStartup18Recovery10Advantage+18, Dragon Knight will be able to set herself up to instead dash in and pressure the opponent with Astra's Dragon Force.
Great range and safe on block at most ranges. It is -2 when cancelled into 5MGuardMidStartup18Recovery10Advantage+18, so cancel liberally into 5MGuardMidStartup18Recovery10Advantage+18 to create the RPS situation discussed above if you can afford to spend the mana.
With some practice, it is possible to consistently single-hit hitconfirm 5S into 214MGuardMidStartup16Recovery35Advantage-26 even at max range (though it is easier the closer you are), allowing Dragon Knight to pick up good knockdowns from 5S pokes in neutral.
- 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. 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.
If she cancels 5[S] into 5M, Dragon Knight can OTG her opponent into a full combo on corner hit. On block, she's roughly +4, leading to a more favourable offensive RPS compared to an uncharged 5S > 5M cancel on block. However, Charged Punto has significantly more pushback than uncharged Punto does, meaning it can be difficult to capitalize on this advantage in certain situations.
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, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -3 | 60 | 5 | - |
Shield Uppercut
2S
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.
In pressure, 2S and 5S are fairly similar in usage, but differ in a few key ways. 2S is much easier to confirm as a frametrap than 5S, and is more rewarding on hit as well. It also has less pushback than 5S, which makes it much easier to punish on block when combined with its significantly worse frame advantage. However, it has the same frame advantage as 5S if cancelled into 5M, making it useful in certain matchups where DK would prefer to be in range for her faster buttons to connect rather than rely on spacing traps.
It is -2 when cancelled into 5MGuardMidStartup18Recovery10Advantage+18. However, as 2S has less pushback on block than 5S, this could be useful as a meaty/pressure reset against characters with slow abare buttons (8F and above). Against these characters, 2S 5M 2A will beat their fastest buttons, allowing you to setup Astra pressure easily. This will work against Ranger, Launcher, Lost warrior, Inquisitor, Crusader and Troubleshooter.
Cancel Options: 4S, 6S, MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD (+35) | 60 | 5 | - |
Sky Break
6S
Dragon Knight thrusts herself into the air at a 30 degree angle. Goes pretty far relatively fast, and is great at catching attempted jumps in the corner. 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.
Niche combo tool, most often used for corner carry in odd routes, or to extend combos from a close hit of 5S. Because it puts Dragon Knight airborne, it can be used in conjunction with j.S for combo extending sequences that cost zero mana in certain situations.
If this move is blocked, it can be cancelled into flight j.A to continue offense gaplessly. As Sky Break whiffs on crouching opponents, this is a niche situation at best, but it does frame trap from 2S and 5S if they stand mash.
- Can cancel into j.M on whiff to potentially make the whiff safe
- Whiffs on crouching opponents
Cancel Options: j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD (+62) | 60 | 5 | - |
- Recovers airborne
Finish!
4S Can hit a knocked down opponent off the ground
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.
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. If they crouch block, she can either frame trap with j.A, or use j.B to land and threaten a low or a throw. However, this comes at a risk, as many characters can use their invincible reversal to punish 4S on reaction, and every character can dodge and punish on a read.
Momentum affects distance traveled during 4S significantly, and Dragon Knight can crossup with this move with certain dash blockstring setups. OTGs on the second hit, usually for the sake of consistency if the second hit would otherwise whiff, but can be used for some niche conversions.
- Can be cancelled into j.M on the first hit
- Second hit can be cancelled into any grounded mana skill.
Cancel Options: MP Skills
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (+22) | 60 | 3 | - |
Knuckle Blaster
j.S Is a projectile property attack Can hit a knocked down opponent off the ground
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
- OTGs, can convert 5[S] or CH 236M into a full combo
Cancel Options: j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (~+36) | 10 | 2 | 3, 4 |
MP Skills
Summon Astra
5M Is a projectile property attack
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.
- The input for the followup will only be accepted during the startup animation of 5M. This means that, despite what the tutorial says, pressing both buttons at once during hitstop or blockstop is not a valid input, and the followup will not be performed in this case.
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
A during Summon Astra Is a projectile property attack
Astra fires three staggered fireballs towards the opponent that travel fullscreen. Enables the longest pressure sequences due to the nature of the attack. However, the same properties make it fairly poor for combos.
Whiffs on crouching Enchantress.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x3 | +25 | 30 Per Hit | - | 5 |
Dragon Breath
B during Summon Astra Is a projectile property attack Inflicts hard knockdown on hit
Astra fires one massive slow-moving, multi-hit fireball that travels fullscreen.
Although it's slower than 5M~A, Dragon Breath 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.
- Grants a hard knockdown against airborne opponents
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x12 | ~+125 | 10x11, 20 | - | 5, 6 |
Dragon Fang
S during Summon Astra Is a projectile property attack
Astra becomes invulnerable and spins around, hitting several times.
Dragon Fang's use is generally restricted to the corner due to its poor horizontal range compared to the other two followups, but in exchange, it sports excellent damage and guard bar drain. This followup is commonly seen in corner combos as its long hitstun and high damage are essential to Dragon Knight's highly damaging and versatile 5[S] loops.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x6 | ~+70 | 30x6 | - | - |
Dragon Smash
2M or 623M Temporarily fully invincible
Dragon Knight's invincible reversal. The second-fastest DP in the game, and boasts enormous horizontal and vertical range that the fastest, Striker's, cannot compare to. Dragon Smash will clip all but the most spaced of blockstrings and anti-air with incredible reliability, though it has a tendency to whiff on crossups. Of course, if this whiffs or is blocked, it's immensely punishable thanks to its long, CH-state 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
6M or 236M
Gigantic sword swing. Useful as a counterpoke in matchups where the opponent's buttons vastly outrange Dragon Knight's own, or as a long-range punish against certain setup moves like Berserker's Frenzy, or to smack people trying to run at Dragon Knight at ranges where they'd usually be safe. Even if her opponent tries to dodge through this move, Dragon Knight will usually be safe or plus. However, at certain angles, they can jump over it and punish with a falling button. Decent combo tool near the corner as the opponent is forced into an untechable launch state on normal hit.
On CH, this gives a hard knockdown, which can be converted into a full combo with j.S or 4S if close enough to the corner with resources. This makes 236M useful as a frametrap, or to smack people trying to interrupt 5M pressure with buttons.
- Hard knockdown on counterhit
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90% | KD (+30) | 100 | - | - |
Biting Dragon
4M or 214M
A hitgrab that launches the opponent high in the air. The cinematic animation and launch take long enough that Dragon Knight will start recovering MP before the opponent gets up, even if this move puts her into Exhaustion. Dragon Knight's best combo ender for okizeme and damage and fairly versatile, comboing from 5S and 4S(2) with ease.
Technically, 214M will combo into a few moves on hit. This is fairly niche and Dragon Knight has no significant extensions from this, but she can link 623M or 5B if her opponent's HP is low enough that it'll end the round.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%x3 | KD (+37) | 50 | - | - |
Dragon Wing
j.M
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 | - | - | - | - | - |
Awakening Moves
Dragon Sortie
AS
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 | - | - |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
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
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •