Overview
Repent, sinners! Crusader is a long-range, high-damage, big-body goliath who valiantly smites his foes from far away. He has access to a number of powerful tools that allow him to amass threat from fullscreen before charging forth and bringing the pain up close.
Many of Crusader's normals have fantastic range, though they tend to be slow. 5AAGuard:
MidStartup:
11Recovery:
23Advantage:
-8, 5BGuard:
MidStartup:
14Recovery:
23Advantage:
+9, and especially 5SGuard:
MidStartup:
20Recovery:
45Advantage:
-20 have excellent range and are capable of shutting down approaching opponents with ease. If his pokes falter, then Crusader can rely on 6SGuard:
MidStartup:
20Recovery:
Advantage:
-6 to help cover a large space in front of him with a slow-moving projectile. Crusader's j.MGuard:
MidStartup:
15Recovery:
Until landing+15Advantage:
is also an incredibly fast diagonally-oriented projectile that can easily shut down any approach coming his way. Working all of these zoning tools together allows for Crusader to beat back attempts at getting close to him.
If his opponent makes a mistake and gets clipped by a good starter, then Crusader is capable of immediately transitioning into close-range pressure with his signature Deflection WallGuard:
MidStartup:
15Recovery:
Advantage:
+5, which places a corner wall behind his opponent. From here, Crusader can use options like his +3 on block 2AGuard:
MidStartup:
7Recovery:
15Advantage:
+4 to enforce his pressure. Crusader also has access to Grace of LemidiosGuard:
MidStartup:
45Recovery:
Advantage:
, a temporary buff that bestows one hit of super armor, additional lightning strikes on certain moves for combo extensions, and access to two additional MP Skills, Strike of RepentanceGuard:
MidStartup:
22Recovery:
Advantage:
-8 and ApocalypseGuard:
MidStartup:
200Recovery:
Advantage:
. Both of these skills are excellent in combos and pressure, which makes applying Grace of Lemidios a strong option to consider.
Crusader's high damage and strong zoning come with a price- he's slow. Very slow. His large hitbox, sluggish pokes and slow run speed can make it difficult to contest certain matchups. Opponents who understand how slow Crusader really is can also zip by his pressure attempts with a well-timed dodge, meaning a Crusader player has to be very conscious about their chosen pressure strings. In general, whiffing any of Crusader's slow pokes can spell bad news for him, though he thankfully has solid defense with his 4SGuard:
MidStartup:
5Recovery:
40Advantage:
counter.
Overall, Crusader is best for people who like big-body characters and powerful zoning.
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Health |
1130 |
Guard Gauge |
1300 |
MP Regen Rate |
12 /second |
Prejump |
4F |
Backdash |
Fastest Attack |
2A (7F) |
Reversals |
Haptism 623M (15F) |
| |
Pros | Cons |
|
|
Unique Mechanics
Crusader's 214MGuard:
MidStartup:
45Recovery:
Advantage:
encases him with the Grace of Lemidios, activating an additional Holy Shock attack on his 5BGuard:
MidStartup:
14Recovery:
23Advantage:
+9, 2BGuard:
LowStartup:
18Recovery:
24Advantage:
+4, 5SGuard:
MidStartup:
20Recovery:
45Advantage:
-20/j.S[[File:|130x200px]]Guard:
MidStartup:
33Recovery:
45Advantage:
-16 and 2SGuard:
MidStartup:
18,26Recovery:
25Advantage:
-12. Additionally, Crusader will receive 1 hit of Super ArmorAn attack that can absorb a single hit from the opponent (usually taking a fraction of the regular damage) before the opponent's attacks will hit you. An example of this is Potemkin's Hammerfall ([4]6P). during the Grace, allowing him to sustain a single blow without recoiling or interrupting his attacks.
The Grace can also be expended to activate Strike of RepentanceGuard:
MidStartup:
22Recovery:
Advantage:
-8, inflicting opponents with the Shocked state, preventing them from being able to jump; and Apocalypse
Guard:
MidStartup:
200Recovery:
Advantage:
, dispelling all negative status effects and unleashing a powerful attack. However, if it expires on its own Crusader will be unable to act for a short while. Grace lasts for approximately 8 seconds.
Normal Moves
5A
Slightly slow poke with a big delay when the second hit is involved
- Hits crouching
- Can extend 5M combos with 5S 5M if done without the minimum amount of air hits and if the opponent is high enough
- Cancels to 4S, 6S, and MP Skills
- Cannot cancel to 5AA on whiff
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 |
5AA
Excellent range normal that doesn't always reach fully when 5A is hit from farther away. Generally followed up by 236M to start combos or maintain pressure on block.
- Cancels to 4S, 6S, and MP Skills
- Can only be canceled into on hit or block
- Confirms to 5M for easy 60mp damage
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -5 |
5B
Solid poke that enables higher damage wall conversions, and becomes more oppressive when Grace of LemidiosGuard:
MidStartup:
45Recovery:
Advantage:
is active
- Cancels to 4S, 6S, and MP Skills
- Can OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." after 2B
- Stronger vertical hitbox than 5A
- The Grace thunderbolt only comes out at the tip of the hammer
- Can be used to frame trap with 2A if hit point blank
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5B | 75% | ||||
5B | 75%, 90% |
2A
Cornerstone of Crusader's up close stagger pressure
- Cancels to 4S, 6S, and MP Skills
- Links into itself.
- Plus on block
- Counterhit confirms into 5AA
- Crusader's fastest abare option
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | +8 |
2B
Crusader's only low, long range but unsafe against longer reaching normals. Opens up strong combos with 5B on hit.
- Cancels to 4S, 6S, and MP Skills
- Hard knockdowns enemies on hit midair enabling various moves to hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
- Fairly large vertical hitbox for a low so it can hit enemies coming down
- When Grace of Lemidios
Guard:
MidStartup:
45Recovery:
Advantage:
is active, lightning bolt comes out tip range and makes the low plus.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
2B | 75% | ||||
2B | 75%, 90% |
j.A
Fast air to air option that can cancel into j.M for a strong combo
- Can be very useful for hitting Dragon Knight's dragon out of the air and setting up for a spear afterwards to prevent forward approach
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% |
j.B
Long range air to ground normal, can hit on the way up against some other characters
- Ground bounces on air hit and ends with a hard knockdown if not followed-up with a combo, staggers on grounded counter hit
- Opens up j.M loops in combos when a wall is involved
- Can be used to set up a safe jump off of 2B
- Very good cross-up potential
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% |
Universal Mechanics
Throw
A+B
Guard Cancel
6B+S
Skills
Hammer of Repentance
5S (Air OK) Can 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 |
---|---|---|---|---|---|---|---|
Hammer of Repentance | 120 | Mid | 20 | 5 | 45 | -20 | none |
Hammer of Repentance (Grace) | 120,64 | Mid | 20 | 5+13 | 45 | -16 | none |
Hammer of Repentance (Air) | 130 | Mid | 33 | 5 | 45 | -20 | none |
Hammer of Repentance (Air + Grace) | 130,64 | Mid | 33 | 5+13 | 45 | -16 | none |
Hammer of Repentance 5S
Crusader's main zoning poke which gives him full screen presence
- Staggers on hit
- Cancels to 4S, 6S, and MP Skills
- Hits roughly 4/5 of the screen
- Has more anti air capability the closer the opponent is.
- Very unsafe, needs to be cancelled into mana skills against some characters to prevent being punished.
- Hits OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
Aerial Hammer of Repentance j.S
Much slower version of 5S, mainly used to kara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. j.M
- Staggers on hit
- Cancels to 4S, 6S, and MP Skills
- Generally not very useful itself unless to mix-up the timing of 5S, as it only becomes active by the time Crusader is grounded.
- Fairly reactable but can open up mindgames with conversion
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5S | 80% | ||||
5S | |||||
j.S | 80% | ||||
j.S | 80% |
Sacred Upper
2S The descending strike (Behind Crusader) inflicts hard knockdown on hit
The descending strike (Behind Crusader) can hit a knocked down opponent off the ground
Mainly a combo tool, hits one time in front of him and two times behind him, can be used to catch rolls with the backhits if delayed slightly for 5B restand afterwards. Can occasionally be used as anti air on reads but it's fairly slow
- Cancels to 4S, 6S, and MP Skills
- Big anti-air.
- Hits OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."
- Leaves a thunderbolt behind him with Grace of Lemidios
Guard:
MidStartup:
45Recovery:
Advantage:
, resulting in a free OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground."' - Very effective at stuffing airborne that increase jump arc
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
2S | 80% | ||||
2S |
Flash Sphere
6S Is a projectile property attack
A slow moving projectile that travels fullscreen. Great screen control tool that has two hits, one when the projectile is being launched out, and one at the end of the active duration, where it explodes.
- Most characters can avoid Flash Sphere by crouching.
- Some shorter characters, such as Dragon Knight, can run underneath it.
- Can be used with conversion to set up better advances mid screen.
- Becomes plus after with distance travelled
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 |
Saint Counter
4S Inflicts hard knockdown on hit
Counters moves that are not projectiles, throws, or lows
The Holy Counter. A counter that launches the opponent full-screen, which is Crusader's favorite place for his opponent to be.
- Cannot parry low moves, throws, or projectiles.
- Hard knockdown on hit.
- Combos into 5S, but the conversion tends to more limited as he cannot set up a Deflect Wall
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
30% |
MP Skills
Miracle Splitter
5M Temporarily invincible against projectile property attacks
Crusader charges forward a little further than half screen distance, then attacks with a delayed uppercut launcher.
- Projectile invulnerable during the start of the dash portion.
- Grants more hits when they are in the air depending on how high the first two hits are.
- 2nd hit can be avoided by counters, dodges, armor, and DPs.
- Conversion can be used to bait out the dp, extend pressure, make the 2nd hit safe, and improve the combo.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Haptism
2M or 623M Super Armor, allowing the move to absorb hits from the opponent while remaining active, except against throws and awakening moves
Crusader's "invincible" reversal option. Unlike other DP's, it has no invulnerability and instead has 3 hits of super armor, consequently making him vulnerable to throws and multihit attacks. It has a large horizontal hitbox on both sides and is fairly rewarding for crusader on hit due to it's launches properties sending the opponent nearly fullscreen. It is not foolproof however, as it can be jumped over with precise timing.
- Although armored, Crusader is still vulnerable to throws and awakening attacks.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 50% |
- reversal
Deflection Wall
6M or 236M Is a projectile property attack
Bring the corner to them! The cornerstone of Crusader’s pressure and combos, Deflection Wall makes his pressure nearly inescapable and allows for conversions from 5AA.
- Vertical range is practically unlimited.
- It has very good horizontal tracking
- Can be avoided by well timed dodge rolls which still leave crusader at plus frames
- Swift master in awakening can avoid it all together by sprinting forward
- Has a collision box.
- Very strong in blockstrings as a delayed frame trap due to having low recovery and not being weak to rolls
- Grants access to different juggles based on the height at the start of the combo
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 85% |
Grace of Lemidios
4M or 214M Grants one temporary hit of super armor while active, except against Awakening moves
Crusader applies a suite of temporary buffs to himself for approximately 8 seconds, and gains access to two new MP Skills.
While under Grace, Crusader has 1 hit of super armor, making it very hard for characters without multi-hitting moves to deal with his pokes.
Automatic lightning follow-ups Holy Shock[[File:|130x200px]]Guard:
MidStartup:
1Recovery:
Advantage:
are added to 5B, 2B, 5S, j.S, 2S, and j.M Spear of VictoryGuard:
MidStartup:
15Recovery:
Until landing+15Advantage:
, adding a second hit after the first that extends almost to the top of the screen. This allows for combo extensions and makes 5M and 2M much safer on block.
Strike of RepentanceGuard:
MidStartup:
22Recovery:
Advantage:
-8 and ApocalypseGuard:
MidStartup:
200Recovery:
Advantage:
are only usable under Grace and using either will end Grace immediately. If Grace wears off without using either of these moves, Crusader enters a recovery animation that forces a counter hit, leaving him extremely vulnerable. If Grace wears off during an enemy combo, Crusader will go into this recovery immediately after hitstun ends, giving the enemy a free reset into a second combo.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | |||||
214M |
Strike of Repentance
4M during Grace of Lemidios or 214M during Grace of Lemidios Inflicts hard knockdown on hit
Can hit a knocked down opponent off the ground
Debuff inflicted on an opponent. Opponent is unable to jump temporarily.
A huge hammer strike that despite its looks, has slightly less range than Hammer of RepentanceGuard:
MidStartup:
20Recovery:
45Advantage:
-20. In exchange, it inflicts the Shocked debuff on opponents it hits, temporarily disabling their ability to jump.
- Removes Grace of Lemidios
Guard:
MidStartup:
45Recovery:
Advantage:
on usage. - Hard knockdown on hit. Also hits OTGThe 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 |
---|---|---|---|---|---|
214M | 90% |
Apocalypse
j.4M during Grace of Lemidios or j.214M during Grace of Lemidios Is a projectile property attack
Can hit a knocked down opponent off the ground
Debuff inflicted on an opponent. Opponent is unable to jump temporarily.
Crusader sets an orb of light midair while curing him of any negative debuff effects. After a short time, it turns into an orb of darkness that shoots out a large number of multi-hitting lasers, covering a large area on the ground before ending in an explosion. On block, Apocalypse allows Crusader to deal upwards of 80% guard bar damage with 5B over its duration.
Since it is highly active and has OTG properties, it allows Crusader to combo off of throw, giving him a strong setplay/mixup option.
- Removes Grace of Lemidios
Guard:
MidStartup:
45Recovery:
Advantage:
on usage. - Is removed if crusader is struck before the darkness orb is out, however it persists when active.
- Leaves Crsuader exposed during animation. A savvy opponent can punish (which, as mentioned above, removes the trap).
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.214M | 90%×44 |
Spear of Victory
j.M Is a projectile property attack
Can hit a knocked down opponent off the ground
A very fast projectile that goes diagonally downward. Rises into the air a bit before throwing. When reaching the ground, the projectile explodes, extending the hitbox horizontally.
- Can be kara cancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup.ed from j.S to do it lower to the ground, enabling unique combos and projectile pressure.
- Without the explosion, the move will be minus, with the explosion and spacing it's plus enough for it to be a true blockstring
- Explosion launches up after a hard knockdown allowing for bonus hits.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%×2 |
Awakening Skill
Ascension
AS Can hit a knocked down opponent off the ground
Crusader slams his hammer into the ground, creating a shockwave with practically unlimited vertical range that can connect against opponents juggled to the stage's height limit
- Only connects at tip range so might require some delay as a combo ender on some routes
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% |
Colors
Teida Beonarr (DFO NPC) |
B-Type Color (DFO) |
C-Type Color (DFO) | |
D-Type Color (DFO) |