DNFD/Enchantress: Difference between revisions

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* '''Doll-like''': Due to her diminutive stature, Enchantress has a smaller hurtbox than most characters and can run under some projectiles as well as make moves whiff completely by crouching.
* '''Doll-like''': Due to her diminutive stature, Enchantress has a smaller hurtbox than most characters and can run under some projectiles as well as make moves whiff completely by crouching.
* '''Conversionless Mixups''': By doing a {{keyword|kara cancel}} {{clr|S|j.S}}~{{clr|M|j.M}}, Enchantress can briefly stall herself midair to create a High-Low mixup, and fully combo on hit. She can also use her Command Grab {{MMC|input=214M|label=Keep Away!}}, which is immune to Throw Break and is able to perform huge combos in the corner.
* '''Conversionless Mixups''': By doing a {{keyword|kara cancel}} {{clr|S|j.S}}~{{clr|M|j.M}}, Enchantress can briefly stall herself midair to create a High-Low mixup, and fully combo on hit. She can also use her Command Grab {{MMC|input=214M|label=Keep Away!}}, which is immune to Throw Break and is able to perform huge combos in the corner.
* '''Teleport Dodge''': Enchantress' [[DNFD/Defense#Dodge|Dodge Roll]] is unique in that it cannot be grabbed, allowing her to escape from setups that might grab a standard roll.
| cons =  
| cons =  
* '''Frail''': Tied for the lowest health in the game at 900 HP, Enchantress is not given any special treatment on defense and must use her pokes to keep herself safe.
* '''Frail''': Tied for the lowest health in the game at 900 HP, Enchantress is not given any special treatment on defense and must use her pokes to keep herself safe.
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}}
}}
{{card
{{card
|header= <span id="Awakening">Awakening Effect: [[File:DNFD_Enchantress_Awakening_Icon.png|40px]] Favoritism</span>
|header= <span id="Awakening">[[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: [[File:DNFD_Enchantress_Awakening_Icon2.png|40px]] Witch of Dolls</span>
|content= <div style="text-align: center">
|content= <div style="text-align: center">
{{FrameDataNotes|DNFD|Awakening Overview}}<br>Reduces the passive MP consumption of [[#Showtime!|Showtime!]] {{Tt|by two thirds|Reduced from 45 MP/s to 15 MP/s.}}.<br>When recovering White Damage, the recovery speed is increased to ???%.<br>Increases the passive MP recovery rate and MP recovery when hitting attacks by ??%.
{{FrameDataNotes|DNFD|Awakening Overview}}<br>MP Skills can be canceled using [[#Showtime!|Showtime!]]<br>Showtime! can be cancelled by using Madd the Guard, Madd Mad Slash, and Curse of Terror Bear.
</div>
}}
{{card
|header= <span id="Awakening">[[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: Favoritism [[File:DNFD_Enchantress_Awakening_Icon.png|40px]][[File:DNFD_Recovery_Up_Icon.png|40px]][[File:DNFD MP Recovery Up Icon.png|40px]]</span>
|content= <div style="text-align: center">
{{FrameDataNotes|DNFD|Awakening Overview2}}<br>Reduces the passive MP consumption of [[#Showtime!|Showtime!]] {{Tt|by two thirds|Reduced from 4.5 MP/s to 1.5 MP/s.}}.<br>When recovering White Damage, the recovery speed is {{Tt|increased by 100%|Increased from 30 HP/s to 60 HP/s.}}.<br>Increases the passive MP recovery rate {{Tt|by 40%|Increased from 15 MP/s to 21 MP/s.}}.
</div>
</div>
}}
}}


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* Unavoidable after landing {{MMC|input=214M|label=Keep Away!}} in the corner
* Unavoidable after landing {{MMC|input=214M|label=Keep Away!}} in the corner
* Low damage combo starter
* Low damage combo starter
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA<sup>[+]</sup>}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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|input=5AA
|input=5AA
|description=
|description=
* Placeholder
Enchantress' {{clr|A|5AA}} is unique in that it is the only one in the game that can be jump cancelled. If an enchantress player could explain if that matters, that would be cool.
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Jump, Throw
}}
}}


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* Combos into {{clr|B|2B}} on hit, but will drop on max range hits against some characters
* Combos into {{clr|B|2B}} on hit, but will drop on max range hits against some characters
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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Enchantress' fastest and most practical low, since {{clr|B|2B}}'s first hit is a mid. Unsafe on block by itself, making it weak for stagger pressure.
Enchantress' fastest and most practical low, since {{clr|B|2B}}'s first hit is a mid. Unsafe on block by itself, making it weak for stagger pressure.
*Has good range for its speed.
*Has good range for its speed.
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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|input=2B
|input=2B
|description=On block or hit can cancel anytime between the first and second hits, allowing for frametraps and tick throw setups with {{MMC|input=214M|label=Keep Away!}}.
|description=On block or hit can cancel anytime between the first and second hits, allowing for frametraps and tick throw setups with {{MMC|input=214M|label=Keep Away!}}.
* 2 Hitting move


* 2nd hit can whiff on opponents too high in the air  
* 2nd hit can whiff on opponents too high in the air  
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|Skills}}, {{clr|M|MP Skills}}, Throw
}}
}}


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|description=
|description=
Primarily used in instant overhead mixups, this attack has poor horizontal reach making it a weak air to air unless the opponent is directly above enchantress. For similar reasons, it's not very good as a jumpin as it requires her to be very close to the opponent.
Primarily used in instant overhead mixups, this attack has poor horizontal reach making it a weak air to air unless the opponent is directly above enchantress. For similar reasons, it's not very good as a jumpin as it requires her to be very close to the opponent.
* Placeholder
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|S|j.S}}, {{clr|M|j.M}}
}}
}}


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|description=
|description=
While slower than {{clr|A|j.A}}, {{clr|B|j.B}} has great reach, making it more reliable as an air to air and Enchantress' go-to jump-in normal.
While slower than {{clr|A|j.A}}, {{clr|B|j.B}} has great reach, making it more reliable as an air to air and Enchantress' go-to jump-in normal.
* Placeholder
 
[[/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|j.S}}, {{clr|M|j.M}}
}}
}}


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|input=A+B
|input=A+B
|description=
|description=
* Placeholder
Sends the opponent full screen. Near the corner Enchantress is kept closer and can apply pressure.
}}
 
===<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>===
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|input=6B+S
|input=6B+S
|description=
|description=
Universal guard cancel that shares hitboxes with {{MMC|input=2S|hitboxMode=true|label={{clr|S|2S}}}}.
Universal guard cancel that shares hitboxes with {{MMC|input=2S|hitboxMode=true|label={{clr|S|2S}}}}. Unlike her raw {{clr|S|2S}}, this does not cause Madd to also perform an attack.
}}
}}


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|description= Enchantress' main anti-air and amazing combo tool. When Madd is not being controlled by {{MMC|input=5M|label=Showtime!}}, both Enchantress and Madd will do this attack in unison, doing 2 hits and 150 damage when both of them hit together.
|description= Enchantress' main anti-air and amazing combo tool. When Madd is not being controlled by {{MMC|input=5M|label=Showtime!}}, both Enchantress and Madd will do this attack in unison, doing 2 hits and 150 damage when both of them hit together.


It's possible to get Madd separated from Enchantress through either {{MMC|input=5M|label=Showtime!}} or simply dashing away from Madd. If Madd is disconnected from Enchantress, it will still perform 2S, doing 100 damage when hit on its own, however it won't cancel into other moves if it hits this way.
It's possible to get Madd separated from Enchantress through either {{MMC|input=5M|label=Showtime!}} or simply dashing away from Madd. If Madd is disconnected from Enchantress, it will still perform {{clr|S|2S}}, doing 100 damage when hit on its own, however it won't cancelable into other moves if it hits this way.


* can be jump-canceled if Enchantress connects even on block, allowing for kara {{clr|S|j.S}}~{{clr|M|j.M}} mixups.
* Can be jump-canceled if Enchantress connects even on block, allowing for kara {{clr|S|j.S}}~{{clr|M|j.M}} mixups.
* Can be dash cancelled if Enchantress connects on hit.
* If {{MMC|input=214M|label=Keep Away!}} is hit in the corner, this can be timed to beat all of the opponents options.
* If {{MMC|input=214M|label=Keep Away!}} is hit in the corner, this can be timed to beat all of the opponents options.
}}
}}
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|input=214M,4M|type=M
|input=214M,4M|type=M
|description=
|description=
Command grab that leads to high damage unblockable setups. A key part of Enchantress's corner pressure.  
Command grab that Inflicts the [[File:DNFD_Doll_Hit_Icon.png|24px]]  [[#Doll_Hit|Doll Hit]] status on the opponent for approximately 3 seconds.


Inflicts the [[File:DNFD_Doll_Hit_Icon.png|24px]]  Doll Hit status on the opponent for approximately 3 seconds.
During this time, the opponent will become an extremely vulnerable Doll. The Doll has a limited move set and Enchantress can freely apply her offense.  


During this time, the opponent will become a large Doll, which can only walk, jump, or attack with a unique {{clr|A|5A}} or {{clr|A|j.A}} attack. The Doll cannot Dash, Block, or use any other attack. However, the Doll is completely Throw-immune and will immediately tech after any hit. Once the Doll Hit expires, they will be left recovering for a short moment. When turned into a Doll, the opponent is extremely exposed to being hit and barely has the means to defend themselves, if at all. When in the Doll Hit state, the Doll overrides standard attributes, with a very low movement speed and extremely poor attacks, but it does have a decent jump duration.
Keep Away is a key part of Enchantress' corner pressure that can lead into high damage unblockable setups.  
 
After doll hit expires, the opponent is left vulnerable for a moment. With specific setups, Enchantress can pick up into a guaranteed unblockable combo.
}}
}}


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----
----
;Air
;Air
The jumping version of {{clr|M|5M}}. Functionally identical, it activates/deactivates Madd, however takes way less time to perform than its grounded counterpart. While on its own, the move does not affect air momentum, it can be kara-cancelled from {{clr|S|j.S}} which freezes all air momentum. Combined with the minimal total duration, this gives way to tricky air options and even an Instant Overhead with {{clr|A|j.A}}.
The jumping version of {{clr|M|5M}}. Functionally identical, it activates/deactivates Madd, however takes way less time to perform than its grounded counterpart. While on its own, the move does not affect air momentum, it can be {kara-cancelled from {{clr|S|j.S}} which freezes all air momentum. Combined with the minimal total duration, this gives way to tricky air options and even an Instant Overhead with {{clr|A|j.A}}.


*Holding forward or backward during the input will affect the position that Madd is placed in.
*Holding forward or backward during the input will affect the position that Madd is placed in.
*The air version can cancel into itself to quickly reposition Madd without going through the move's recovery.
}}
}}


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|description=
|description=
Has short range, but Extremely low MP cost while being very plus on block. making this a decent move for pressuring opponents.
Has short range, but Extremely low MP cost while being very plus on block. making this a decent move for pressuring opponents.
* Placeholder
 
}}
}}


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}}
}}


==Doll Hit==
==Doll Hit [[File:DNFD_Doll_Hit_Icon.png|24px]]==
 
A [[DNFD/Gauges#Status_Effects|status effect]] applied by Enchantress'  [[#Keep_Away!|command grab]].
 
The status effect lasts for approximately 3 seconds. During this time, the opponent will become a large Doll which overwrites standard attributes. The Doll can only walk, jump, or attack with a unique {{clr|1|5A}} or {{clr|1|j.A}} attack. The Doll cannot Dash, Block, or use any other attack. However, the Doll is completely Throw-immune and will immediately tech after any hit.


===<big>5A</big>===
Once the Doll Hit expires, the opponent will be left recovering for a short moment and vulnerable.
{{InputBadge|'''{{clr|A|5A}}'''}}
 
===<big>Doll {{clr|1|5A}}</big>===
{{InputBadge|'''{{clr|A|5A}} during Doll Hit'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5A
|input=5A
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}}
}}


===<big>j.A</big>===
===<big>Doll {{clr|1|j.A}}</big>===
{{InputBadge|'''{{clr|A|j.A}}'''}}
{{InputBadge|'''{{clr|A|j.A}} during Doll Hit'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=j.A
|input=j.A
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|conditions=during Awakened state
|conditions=during Awakened state
|description=
|description=
* Placeholder
A short range Awakening skill, best used as a combo ender near the corner. After the cinematic Enchantress is left a fair distance away, where she can then zone her opponent.
}}
}}
==Colors==
==Colors==
{{DNFDColors
{{DNFDColors
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==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Enchantress|32px}}</center>
<center>{{Character Label|DNFD|Enchantress|size=32px}}</center>
{{DNFD/CharacterLinks}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{DNFD/Navigation}}
{{DNFD/Navigation}}

Latest revision as of 08:35, 13 April 2024

Overview

Overview

Enchantress is a highly technical puppet character that uses MP to control her doll, Madd, for tandem pressure.

She is a well-rounded character that has access to strong pokes, several projectile options for zoning, and a very strong mixup game from her fast fall high/low via j.M cancels complemented by her devastating 214M command grab.

Her primary goal in neutral is focused on controlling space with her array of projectiles while pushing the opponent towards the corner. Gaining space allows her to safely use 4S or 5S conversion cancel where she can run in behind it to cover her approach and stay plus on block. Once in the corner, she can start doing devastating mixups and also leverage the corner for potent Madd pressure as it is much easier to keep him on top of the opponent compared to midscreen.

Enchantress' main weakness lies in her heavy MP consumption. Due to Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- draining MP over time, it also prevents Enchantress from regenerating mana passively and during combos, forcing her to wait and stockpile a lot of Mana before going on the offensive. While she is also very powerful in the corner, the damage and okizeme rewards from her midscreen confirms are rather limited, especially compared to her corner output.
Enchantress
DNFD Enchantress Portrait.png
Health
900
Guard Gauge
950
MP Regen Rate
15 /second
Prejump
4F
Backdash
26F
Unique Movement Options
Teleport Dodge
Fastest Attack
2A (6F)
Reversals
623M (20F)

Enchantress is classified as a Gimmicky type. She has many ranged attacks and can steal MP from the opponent, all while simultaneously controlling her puppet, Madd, for powerful coordinated attacks.

Pros
Cons
  • MP Steal: HarvestDNFD Enchantress 236M.pngGuardMidStartup25Recovery28Advantage-4 can uniquely pressure the opponent by draining their mana on hit.
  • Doll-like: Due to her diminutive stature, Enchantress has a smaller hurtbox than most characters and can run under some projectiles as well as make moves whiff completely by crouching.
  • Conversionless Mixups: By doing a 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.S~j.M, Enchantress can briefly stall herself midair to create a High-Low mixup, and fully combo on hit. She can also use her Command Grab Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage-, which is immune to Throw Break and is able to perform huge combos in the corner.
  • Teleport Dodge: Enchantress' Dodge Roll is unique in that it cannot be grabbed, allowing her to escape from setups that might grab a standard roll.
  • Frail: Tied for the lowest health in the game at 900 HP, Enchantress is not given any special treatment on defense and must use her pokes to keep herself safe.
  • MP Countdown: During Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage-, MP will be spent continuously and cannot recover, forcing Enchantress to stockpile MP to get the most out of Madd.

Unique Mechanics

Unique Mechanic: Madd the Doll
Madd Cancel Advantages  
Attack On Block Madd Cancel oB Difference
5ADNFD Enchantress 5A.pngGuardMidStartup7Recovery17Advantage-3 -3 -5 2F less safe
5AADNFD Enchantress 5AA.pngGuardMidStartup9Recovery20Advantage-5 -5 -9 Punishable
2ADNFD Enchantress 2A.pngGuardLowStartup6Recovery21Advantage-10 -6 ? Punishable
5BDNFD Enchantress 5B.pngGuardMidStartup10Recovery26Advantage-11 -11 -3 8F, safe
2BDNFD Enchantress 2B.pngGuardMid, LowStartup15Recovery26Advantage-12 -12 -4 8F, safe
5SDNFD Enchantress 5S.pngGuardMidStartup15Recovery35Advantage-27 -27 -4~-3 ~23F, safe
5S (2)DNFD Enchantress 5S.pngGuardMidStartup15Recovery35Advantage-27 -? -8 ?, safer
5S (3)DNFD Enchantress 5S.pngGuardMidStartup15Recovery35Advantage-27 -? +11 ?, plus oB
2S (w/Madd)DNFD Enchantress 2S 2.pngGuardMidStartup14Recovery36Advantage-22, [-6], {-17} -17 -3 14F, safe

Madd is an enchanted doll that follows Enchantress.
When Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- is active, Madd is able to move indepdenently of Enchantress, and each of Enchantress' MP Skills during this mode will be performed by Madd, regardless how far apart they may be. Madd can also be teleported to a specific location when Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- or And, Scene!DNFD Enchantress 5M 5M.pngGuard-Startup0Recovery20Advantage- is activated mid-air based on the direction input, allowing Enchantress to set up Madd in favourable position.

However, during Showtime!, Madd can also be attacked, preventing Enchantress performing any MP Skills with Madd for a short moment.

DNFD Gold Cube.png Awakening Effect: DNFD Enchantress Awakening Icon2.png Witch of Dolls

Awakening Effect: activates when entering Awakening mode at 30% HP or less.
MP Skills can be canceled using Showtime!
Showtime! can be cancelled by using Madd the Guard, Madd Mad Slash, and Curse of Terror Bear.

DNFD Clear Cube.png Awakening Effect: Favoritism DNFD Enchantress Awakening Icon.pngDNFD Recovery Up Icon.pngDNFD MP Recovery Up Icon.png

Awakening Effect: activates when entering Awakening mode at 50% HP or less.
Reduces the passive MP consumption of Showtime! by two thirdsReduced from 4.5 MP/s to 1.5 MP/s..
When recovering White Damage, the recovery speed is increased by 100%Increased from 30 HP/s to 60 HP/s..
Increases the passive MP recovery rate by 40%Increased from 15 MP/s to 21 MP/s..

Normal Moves

5A

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 Mid 7 2 17 -3 none

Important button in pressure as it's the one with the least pushback and the best frame advantage, allowing for Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- tick throw setups. Also a decent poke, useful for catching rolls thanks to it being whiff cancelable into 5AA.

  • Unavoidable after landing Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- in the corner
  • Low damage combo starter

Cancel Options: 5AA[+], 5B, 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
65% -1 20 1 -
No results

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Rose Vines

5S 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
35 Mid 15 10 35 -27 none

Slow fullscreen traveling projectile that travels along the ground. Can be cancelled into Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- on hit and block to get better frame advantage; if cancelled this way, it becomes plus on block when spaced to get multiple hits.

  • Low profile during the initial active frames
  • Will hit different amounts of times depending on spacing
  • Remains completely active when conversion cancelled, allowing enchantress to safely cover her approach
Proration On-Hit Guard Damage MP Gain Level
80% -17 20 2 3
No results

Madd, it's Time to Dance!

2S DNFD Projectile Icon.pngMadd's attack during this move is considered a projectile

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
{150} Mid 14 4 36 -22, [-6], {-17} none

Enchantress' main anti-air and amazing combo tool. When Madd is not being controlled by Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage-, both Enchantress and Madd will do this attack in unison, doing 2 hits and 150 damage when both of them hit together.

It's possible to get Madd separated from Enchantress through either Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- or simply dashing away from Madd. If Madd is disconnected from Enchantress, it will still perform 2S, doing 100 damage when hit on its own, however it won't cancelable into other moves if it hits this way.

  • Can be jump-canceled if Enchantress connects even on block, allowing for kara j.S~j.M mixups.
  • Can be dash cancelled if Enchantress connects on hit.
  • If Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- is hit in the corner, this can be timed to beat all of the opponents options.
Proration On-Hit Guard Damage MP Gain Level
80%×2 +27, [+41], {+30} 40, [60] 4, [2] -
No results

Lantern Firebomb

6S (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngHard knockdown on level 4 only

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
Lantern Firebomb Level 1 78 Mid 15~25 Travel + 10 47 -26 none
Lantern Firebomb Level 2 94 Mid 26~35 Travel + 10 44 -20 none
Lantern Firebomb Level 3 110 Mid 36~44 Travel + 10 42 -16 none
Lantern Firebomb Level 4 126 Mid 45 Travel + 10 40 -10 none

A slow moving horizontal fireball. Level 4 causes a hard knockdown on hit, giving enchantress enough time to hit 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
6S 80%, 90% +19 10, 50 2, 2 4, 3
6S 80%, 90% +24 10, 60 3, 3 4, 3
6S 80%, 90% +28 10, 70 3, 3 4, 3
6S 80%, 90% +73 10, 100 4, 4 4, 3
No results

Destiny Puppet

4S DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit

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
116 Mid 35 Travel + 4 27 0 none

Throws a doll that travels forward on the screen until reaching the opponent and exploding. The doll does not disappear even if enchantress is hit. Useful for covering Enchantress' approach on the ground. Forces a hard knockdown on hit, allowing Enchantress to convert into a full combo via OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".

Proration On-Hit Guard Damage MP Gain Level
80%×2 +120 50, 80 1, 5 1, 0
No results

Aerial Lantern Firebomb

j.S (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngHard knockdown on level 4 only 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
Aerial Lantern Firebomb Level 1 78 Mid 15~25 Travel + 10 Falling + 10 -26~-12 none
Aerial Lantern Firebomb Level 2 94 Mid 26~35 Travel + 10 Falling + 10 -20~-6 none
Aerial Lantern Firebomb Level 3 110 Mid 36~44 Travel + 10 Falling + 10 -16~-2 none
Aerial Lantern Firebomb Level 4 126 Mid 45 Travel + 10 Falling + 10 -10~+4 none

Shoots a fireball at an angle towards the ground. Stops all air momentum during startup, including when charging. Level 4 causes a hard knockdown on hit.

  • When Kara canceled into Showtime!, stops all air momentum.
Version Proration On-Hit Guard Damage MP Gain Level
j.S 80%, 90% +19~+33 10, 50 2, 2 4, 3
j.S 80%, 90% +24~+38 10, 60 3, 3 4, 3
j.S 80%, 90% +28~+42 10, 70 3, 3 4, 3
j.S 80%, 90% +73~+87 10, 100 4, 4 4, 3
No results

MP Skills

Terrible Roar

2M or 623M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Reversal Icon.pngTemporarily fully invincible

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.
154 Mid 20 14, 4 29 -20 1~30 All 70

Enchantress' invincible reversal. Unique move that can allow her to create a largely displaced hitbox at Madd's position while getting invulnerability if used when Madd is far forwards from her, being rather safe on block at longer ranges. This is especially useful after getting hit by an opponent's Guard Cancel, as the hit will automatically get Enchantress out of Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- and keep Madd pretty close to the opponent.

  • Has a vacuum effect before hitting
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%×4, 50% +26 20x4, 80 - -
  • reversal

Harvest

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.
106 Mid 25 15, 2 28 -4 none 60

This move drains MP from the opponent for each hit of the move, stealing 4 MP on each of the first 8 hits, and 8 MP on the final hit, giving all of it back to the Enchantress.

  • How much MP is stolen depends on how many hits are landed, meaning hitting it late will result in less MP stolen.
  • If hit in full, leaves Enchantress -20 MP and the opponent -40 MP.
Version Proration On-Hit Guard Damage MP Gain Level
236M 85%×8, 90% +35 10x8, 30 ~40 -
No results

Keep Away!

4M or 214M DNFD Grab Icon.pngThrow property attack. Cannot be guarded DNFD Doll Hit Icon.pngDebuff inflicted on an opponent hit by Keep Away!. Opponent is transformed into a doll with very limited options.

Showtime!

5M (Air OK)

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.
Showtime! - - 0 - 20 - none 10
Showtime! (Air) - - 0 - 15 - none 10

Enchantress gains control of her puppet, Madd, which is moved by forward and backwards inputs. Her M move inputs change properties while Showtime! is active. Showtime! will automatically end when Enchantress is attacked or when she runs out of MP.

  • Drains Enchantress' MP over time while active.
  • Showtime does not end when Madd is hit by the opponent.

Ground

Due to the move's low recovery, it can be used to effectively maintain pressure or extend combos via canceling normals or special moves.


Air

The jumping version of 5M. Functionally identical, it activates/deactivates Madd, however takes way less time to perform than its grounded counterpart. While on its own, the move does not affect air momentum, it can be {kara-cancelled from j.S which freezes all air momentum. Combined with the minimal total duration, this gives way to tricky air options and even an Instant Overhead with j.A.

  • Holding forward or backward during the input will affect the position that Madd is placed in.
  • The air version can cancel into itself to quickly reposition Madd without going through the move's recovery.
Version Proration On-Hit Guard Damage MP Gain Level
5M - - - - -
j.M - - - - -
  • Madd is displaced on frame 1 when holding 4 or 6

Madd the Guard

2M during Showtime! or 623M during Showtime! DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Madd Mad Slash

6M during Showtime! or 236M during Showtime! DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Curse of Terror Bear

4M during Showtime! or 214M during Showtime! DNFD Projectile Icon.pngIs a projectile property attack

And, Scene!

5M during Showtime! (Air OK)

Doll Hit DNFD Doll Hit Icon.png

A status effect applied by Enchantress' command grab.

The status effect lasts for approximately 3 seconds. During this time, the opponent will become a large Doll which overwrites standard attributes. The Doll can only walk, jump, or attack with a unique 5A or j.A attack. The Doll cannot Dash, Block, or use any other attack. However, the Doll is completely Throw-immune and will immediately tech after any hit.

Once the Doll Hit expires, the opponent will be left recovering for a short moment and vulnerable.

Doll 5A

5A during Doll Hit

Doll j.A

j.A during Doll Hit

Awakening Moves

Forest of Dolls

AS

Colors

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

Navigation

Enchantress
To edit frame data, edit values in DNFD/Enchantress/Data.
Mechanics
Application & Advanced Information
Archived Information