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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!Guard:
- 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.
|Lore:||A capricious witch who manipulates cursed dolls.
Lying at the outskirts of Bronx, The Forest of Dolls inhabited by witches has traps that, unlike normal forests, are all made of magic.
|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.|
Unique Mechanic: Madd the Doll
|Madd Cancel Advantages|
|Attack||On Block||Madd Cancel oB||Difference|
|5A||-3||-5||2F less safe|
|5S(3)||-?||+11||?, plus oB|
Madd is an enchanted doll that follows Enchantress.
- 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!Guard:
- or And, Scene!Guard:
- 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.
Awakening Effect: activates when entering Awakening mode at 30% HP or less.Reduces the passive MP consumption of Showtime! by two thirdsReduced from 45 MP/s to 15 MP/s..
Important button in pressure as it's the one with the least pushback and the best frame advantage, allowing for Keep Away!Guard:
- tick throw setups. Also a decent poke, useful for catching rolls thanks to it being whiff cancelable into 5AA.
A forward advancing broom swipe serving as Enchantress' main poke. The range it covers makes it a good button for starting and continuing pressure or whiff punishing.
- Combos into 2B on hit, but will drop on max range hits against some characters
Enchantress' fastest and most practical low, since 2B's first hit is a mid. Unsafe on block by itself, making it weak for stagger pressure.
- Has good range for its speed.
- 2 Hitting move
- 2nd hit can whiff on opponents too high in the air
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.
While slower than j.A, j.B has great reach, making it more reliable as an air to air and Enchantress' go-to jump-in normal.
5S Is a projectile property attack Can hit a knocked down opponent off the ground
Slow fullscreen traveling projectile that travels along the ground. Can be cancelled into Showtime!Guard:
- 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
Madd, it's Time to Dance!
2S Madd's attack during this move is considered a projectile
Enchantress' main anti-air and amazing combo tool. When Madd is not being controlled by Showtime!Guard:
-, 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!Guard:
- 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.
6S (Hold OK) Is a projectile property attack Hard knockdown on level 4 only
|Lantern Firebomb Level 1||30, 60||Mid||15||-16||none|
|Lantern Firebomb Level 2||30, 80||Mid||-16||none|
|Lantern Firebomb Level 3||30, 100||Mid||none|
|Lantern Firebomb Level 4||30, 120||Mid||45||-10||none|
A slow moving horizontal fireball. Level 4 causes a hard knockdown on hit, giving enchantress enough time to hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
4S Is a projectile property attack Inflicts hard knockdown on hit
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 OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
Aerial Lantern Firebomb
j.S (Hold OK) Is a projectile property attack Hard knockdown on level 4 only Can hit a knocked down opponent off the ground
|Aerial Lantern Firebomb Level 1||30, 60||Mid||15||none|
|Aerial Lantern Firebomb Level 2||30, 80||Mid||none|
|Aerial Lantern Firebomb Level 3||30, 100||Mid||none|
|Aerial Lantern Firebomb Level 4||30, 120||Mid||45||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!, allows for fast falling.
MP Special Moves
2M or 623M Is a projectile property attack Can hit a knocked down opponent off the ground Temporarily fully invincible
|30×4, 80||Mid||20||-20||70||1~?? Full|
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!Guard:
- and keep Madd pretty close to the opponent.
- Has a vacuum effect before hitting
6M or 236M Is a projectile property attack
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.
4M or 214M Throw property attack. Cannot be guarded Debuff inflicted on an opponent hit by Keep Away!. Opponent is transformed into a doll with very limited options.
Command grab that leads to high damage unblockable setups. A key part of Enchantress's corner pressure.
During this time, the opponent will become a large Doll, which 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, 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.
After doll hit expires, the opponent is left vulnerable for a moment. With specific setups, Enchantress can pick up into a guaranteed unblockable combo.
5M (Air OK)
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.
Due to the move's low recovery, it can be used to effectively maintain pressure or extend combos via canceling normals or special moves.
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.
Madd the Guard
2M during Showtime! or 623M during Showtime! Is a projectile property attack Inflicts hard knockdown on hit Can hit a knocked down opponent off the ground
- Madd is fully invincible for the duration of the move.
Madd Mad Slash
6M during Showtime! or 236M during Showtime! Is a projectile property attack Can hit a knocked down opponent off the ground
Has short range, but Extremely low MP cost while being very plus on block. making this a decent move for pressuring opponents.
Curse of Terror Bear
4M during Showtime! or 214M during Showtime! Is a projectile property attack
Madd attacks with a projectile in the form of fire breath. It multi-hits, which allows enchantress to lock down opponents from a distance.
- Madd is invincible while the fire is active.
5M during Showtime! (Air OK)
Deactivates Showtime!, causing Madd to walk slowly to Enchantress' current position. When used while airborne, Madd will teleport to Enchantress.
- Can also be used for the same Kara Cancel options as Showtime!
Only for maybe hitting Enchantress if she whiffs an attack, not that you gain much of anything for doing this.
Jump and punish.
If you jump over one of Enchantress' attacks, this will let you punish quite quickly, launching her away far enough to be safe when recovering from Doll Hit . However its range is extremely short, making it difficult to hit.
Forest of Dolls
B-Type Color (DFO)
C-Type Color (DFO)
D-Type Color (DFO)
|To edit frame data, edit values in DNFD/Enchantress/Data.|
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