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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!Guard-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.
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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.
- MP Steal: Harvest
GuardMidStartup25Recovery28Advantage-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 cancelA 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!
GuardThrowStartup18Recovery40Advantage-, 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!
Guard-Startup0Recovery20Advantage-, MP will be spent continuously and cannot recover, forcing Enchantress to stockpile MP to get the most out of Madd.
Unique Mechanics
Madd is an enchanted doll that follows Enchantress.
When Showtime!Guard-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!
Guard-Startup0Recovery20Advantage- or And, Scene!
Guard-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.
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.
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
Important button in pressure as it's the one with the least pushback and the best frame advantage, allowing for Keep Away!GuardThrowStartup18Recovery40Advantage- tick throw setups. Also a decent poke, useful for catching rolls thanks to it being whiff cancelable into 5AA.
- Unavoidable after landing Keep Away!
GuardThrowStartup18Recovery40Advantage- 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 | - |
5AA
Enchantress' 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.
Cancel Options: 5B, 2B, Skills, MP Skills, Jump, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -1 | 20 | 1 | - |
5B
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
Cancel Options: 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -8 | 40 | 3 | - |
2A
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.
Cancel Options: 5B, 2B, Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -7 | 20 | 1 | - |
2B
On block or hit can cancel anytime between the first and second hits, allowing for frametraps and tick throw setups with Keep Away!GuardThrowStartup18Recovery40Advantage-.
- 2nd hit can whiff on opponents too high in the air
Cancel Options: Skills, MP Skills, Throw
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75%×2 | -8 | 20x2 | 1, 2 | - |
j.A
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.
Cancel Options: j.B, j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -10~ | 20 | 1 | - |
j.B
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.
Cancel Options: j.S, j.M
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -9~ | 40 | 3 | - |
Universal Mechanics
Throw
A+B
Sends the opponent full screen. Near the corner Enchantress is kept closer and can apply pressure.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | HKD(+2) | - | 10 | - |
Dodge
6G
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Backwards Dodge
4G
- Has 7 frames more recovery than forward dodge, but the same Invulnerability.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
6B+S
Skills
Rose Vines
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-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 |
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-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!Guard-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!
GuardThrowStartup18Recovery40Advantage- 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] | - |
Lantern Firebomb
6S (Hold OK) Is a projectile property attack
Hard 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 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 |
---|---|---|---|---|---|
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 |
Destiny Puppet
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.".
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%×2 | +120 | 50, 80 | 1, 5 | 1, 0 |
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
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 |
MP Skills
Terrible Roar
2M or 623M Is a projectile property attack
Can hit a knocked down opponent off the ground
Temporarily fully invincible
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-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 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.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 85%×8, 90% | +35 | 10x8, 30 | ~40 | - |
Keep Away!
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 Inflicts the 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.
Keep Away is a key part of Enchantress' corner pressure that can lead into high damage unblockable setups.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 100% | 0 | - | - | - |
Showtime!
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.
- Ground
Due to the move's low recovery, it can bwlje 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! 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.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90% | +87 | 180 | - | - |
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.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90%×2 | +37 | 20, 30 | - | - |
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.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%x9 | +58 | 15x9 | - | 6 |
And, Scene!
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!
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Doll Hit 
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
Practically worthless.
Only for maybe hitting Enchantress if she whiffs an attack, not that you gain much of anything for doing this.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -4 | 20 | 1 | - |
Doll j.A
j.A during Doll Hit
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -1~+4 | 20 | 1 | - |
Awakening Moves
Forest of Dolls
AS
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.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | +2 | 40 | - | - |
- Awakening Flash freezes the game for 75 frames (1.2525 seconds) starting at Frame 3.
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
