DNFD/Battle Mage

From Dustloop Wiki

Overview

Battle Mage is a midrange character that uses her range and frame advantage to stagger pressure opponents from afar.

In neutral, Battle Mage focuses on playing footsies with 5A, 5B and 4M, She is also able to chase opponents in the air with her great air normals and air stall with jM. Chasers can also be used to great effect with 5M{1} and Chasers can be obtained with 5M{0} and 6S conversion cancel.

In pressure, she focuses on stagger pressuring from afar with 5B and 5S, making it difficult for opponents to use reversals. When midscreen, she can use 5M{1} to call out backroll in response to MP flash at specific ranges and can use j.S and j.A to respond to people jumping the Chaser.

On defense, Battle Mage has a wide reaching 2M that can potentially be plus on block, but otherwise, she has a decent range 6f. Her Guard Cancel is on the weaker side unfortunately.

For Battle Mage's Awakenings, both are viable picks. Clear Cube enables higher damage combos and enables guard break while Gold Cube allows causes her pressure to be filled with 50/50s between 5M{1} and 4M
Battle Mage
DNFD Battle Mage Portrait.png
Health
930
Guard Gauge
???
MP Regen Rate
?? /second
Prejump
4F
Backdash
??F
Fastest Attack
2A (6F)
Reversals
623M (24F)
Pros
Cons
  • Midrange Monster: Battle Mage has normals that are quick and safe given their range. Coupled with her speed (especially when buffed), they enable playing neutral at her pace.
  • Strong Pressure: Alongside her good midrange, her stagger pressure aims to punish rolls, making it difficult for some characters to contest her variable stagger pressure without heavy commitment.
  • Unique Reversal: 623M is among the furthest reaching invincible reversals in the game and can be made to be plus on block with 3 Chasers while allowing combos on hit, forcing opponents to change how they apply pressure.
  • Reliance on Resource Management: While Chasers are strong, she relies on them extensively in neutral, pressure and even for damage. Battle Mage players will need to learn more routes to adapt to resources on the go.
  • Weak Defense: Has the slowest invincible reversal in the game and her Guard Cancel is stubby as well, allowing some characters to run her over with guard break setups.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: DNFD Battle Mage Awakening Icon.png Armonia

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

Generates Chasers even when A or B attacks are blocked.

DNFD Clear Cube.png Awakening Effect: DNFD White Damage Up Icon.pngDNFD Guard Damage Up Icon.pngDNFD MP Recovery Up Icon.png Brains and Brawn

Awakening Effect: activates when entering Awakening mode at 50% HP or less.

Increases white damage dealt when attacks are blocked
Increases guard bar damage dealt
Increases MP recovery speed


Chasers
DNFD Battle Mage Chasers.png

Battle Mage generates orbs that float behind her called Chasers when successfully hitting opponents with A or B attacks, or by holding 5M while no Chasers are available. They can also be quickly generated when wielding 0-1 Chasers via 6S conversion cancel before the projectile is fired.

Chasers are automatically consumed to power up 623M or used as projectiles with 6S and 5M.

Consuming Chasers for any of the above purposes will temporarily increase Battle Mage's damage and movement speed.

Normal Moves

5A

5AA

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
All 9 4 15 -3 none

Followup to 5A and comes out on whiff. Can be used to punish opponents attempting to roll 5A. The main use of 5AA is to help hitconfirm into combos as well as generate an extra Chaser.

5AA is an awkward move to use in pressure as it pushes opponents back after connecting with 5A, making it harder to confirm into hits since most of her other moves are shorter range than what 5A allows

Cancel Options: 5B, 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
No results

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
All 12 3 19 -4 none

Arguably Battle Mage's most important button as it has good scaling, great range, generates a Chaser on hit, and doesn't launch opponents on hit. Used in neutral and in stagger pressure, 5B's range is longer than 5S. However, 5B is able to convert into 4M on hit, maintaining her effective range.

5B has low enough recovery that if staggered from 5A, it is possible to punish rollers with a 5A

Cancel Options: 2B, Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
No results

2A

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
Low 15 4 16 -2 none

While the startup is a bit long, 2B has a low profile and decent range, making it decent in neutral, especially against characters with armour. It can be difficult to confirm off this move in neutral since 5S doesn't connect at max range and 4M doesn't connect at any range

Great frame data on block, making it a strong reset point, but hard to go into since it's much shorter than 5B. Nice to go into from 2A.

Cancel Options: Skills, MP Skills, Throw

Proration On-Hit Guard Damage MP Gain Level
No results

j.A

j.B

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Falling Petal Palm

5S

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
100 All 13 7 18 -5 none

Advances a bit, but shorter range than both 5B and 2B. Usually confirms into 4S on hit, enabling good meterless combos. A good pressure reset point due to only being -5 and putting Battle Mage in close enough range to get started with 2A while still having a cancel point into 4S.

Interestingly has mixed physical and projectile properties, meaning it can delete certain projectiles.

Cancel Options: 6S, 4S, MP Skills

Proration On-Hit Guard Damage MP Gain Level
No results

Blue Sky Beat

2S

Fusion Chaser

6S (Hold 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
Fusion Chaser (Explosion) All +3 none
Fusion Chaser (Spinning) All +20 ~ +35 none

Consumes 2 Chasers on use to fire them as projectiles. With 1 or less Chasers, any missing Chasers will be generated automatically before the projectile appears, increasing the attack's startup for each additional Chaser needed.

The generated Chasers will be usable for other purposes if the startup is canceled for any reason. While she has access to Conversion, 6S becomes Battle Mage's fastest option for generating Chasers outside of combos.


6S Fusion Chaser (Explosion)

Uncharged version is a short-range projectile that explodes and knocks opponents away on hit. Sees some use in corner combos after 2S to partial charge and extend juggles.


6[S] Fusion Chaser (Spinning)

Charged version is a medium-range projectile that hits 6 times in rapid succession.

Version Proration On-Hit Guard Damage MP Gain Level
6S
6[S]
No results

Sky Beat

4S

Meteor Assault

j.S

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
All 20 - -14 none

A divekick after a short stall. One hit on the way down and another upon landing. Great combo tool due to the corner carry, but has a tendency to swap sides if Battle Mage is too close to the opponent on startup.

Can cancel into j.M from the first hit, which is useful for the extra bit of damage on cash-out combos.

  • The backhop during the recovery of this move can be cancelled into j.M

Cancel Options: 4S, 6S, j.M, MP Skills

Proration On-Hit Guard Damage MP Gain Level
No results

MP Skills

Chaser Generator / Chaser Shot

5M (Hold OKFor Chaser Generator) DNFD Projectile Icon.pngIs a projectile property attack

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.
Chaser Generator All none 20
Chaser Shot All none 40

Used to generate Chasers when Battle Mage has none and sends out a Chaser as a high priority projectile when she has a Chaser ready.

Generator

Can be held to generate multiple Chasers. Sometimes done in neutral to force the opponent to approach if they are giving Battle Mage too much space. Can generate a Chaser on frame 1 when conversion cancelled, but 6S does similar without the MP flash and cost. Also used after 2M and j.M{3} HKD to generate Chasers when needed


Shot

Consumes a Chaser to fire a projectile that trades or beats most projectiles in the game. Most characters can avoid the projectile in pressure by backrolling or jumping, so Shot is not without its faults.

Version Proration On-Hit Guard Damage MP Gain Level
5M
5MM
No results

Chaser Press

2M or 623M DNFD Reversal Icon.pngTemporarily fully invincible 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 MP CostThe total Mana cost for using this move.
Chaser Press All 24 10 24 -20 ??f 70
Chaser Press (1 chaser) All 24 10 22 -14 ??f 70
Chaser Press (2 chasers) All 24 10 19 -7 ??f 70
Chaser Press (3 chasers) All 24 10 14 +2 ??f 70

Invincible reversal. Battle Mage jumps forward and strikes with all her stockpiled Chasers, getting varying levels of knockdown and advantage depending on how many Chasers used. With 3 Chasers, it is possible for Battle Mage to combo off a raw 2M.

2M reaches very far horizontally and has decent vertical reach as well, but is the slowest reversal in the game as a downside. In addition, it is not a dual-sided reversal, meaning that it can be rolled through without much problem.

As a combo ender, 2M{3} has incredibly high minimum damage (90) and can be followed up by AS, meaning that it is her preferred combo ender for damage.

Version Proration On-Hit Guard Damage MP Gain Level
623M
623M
623M
623M
No results

Truth: Lightning Strike

6M or 236M 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

Twinkle Smash

4M or 214M

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.
All 23 10 17 -1 none 80

One of Battle Mage's best starters and the main method of discouraging her opponents from mashing mid-pressure. Can also be used in neutral due to having a greater range than 5A, great active frames, and the hitstun allowing Battle Mage to combo off almost any trade. Very useful in combos to reposition, for damage dump, or to enable time to setup 6S

Leaves a gap from all moves Battle Mage can cancel from, making it a natural frametrap. Battle Mage is safe when 4M is rolled through and can even be plus, but is a costly commitment.

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

Apostle Smash

j.M DNFD Overhead Icon.pngOverhead attack. Must be guarded standing 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

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.
High 20 -2 none 50

A quick helm breaker with a large explosion at the end with surprising horizontal reach. Completely halts air momentum when used, meaning it can be used to bait some anti-airs.

Commonly seen as an ender due to how long the HKD is at the end of a combo, enabling safejumps or giving Battle Mage time to set up a 6[S] or make more Chasers with 5M. One of Battle Mage's few accessible OTGs so this move can be used to combo in certain places such as after 2M{3} and a max range j.M.

Proration On-Hit Guard Damage MP Gain Level
No results

Awakening Moves

Quasar Explosion

AS

Colors

1
2
3
4
5
6
7
8


Navigation

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To edit frame data, edit values in DNFD/Battle Mage/Data.
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