Please feel free to make edits, but include edit summaries and sources where applicable.
This page is Enchantress's Resources page. This page is to be used to indiscriminately store just about any pieces of gameplay information that anyone may have that exists about this character, to make for a catalog of preserved content that can (and probably should) be fully realized and transcribed onto main character pages after review.
For simplicity's sake; anything you would want pinned in your character channel or character Discord can go here, such as:
- Character Discord pins
- Links or transcriptions of external personal documents and / or Dustloop User Docs
- Tech videos, especially from Twitter hashtags
- One-off or niche combo routes
- Set-ups (for pressure, mix-ups, okizeme, or setplay)
- Video analyses of matches and sets
You can embed links to external documents or User Docs here.
Enchantress Combos by Mimorin (7/20/22)
You can embed videos of content here, preferably on generally permanent platforms such as YouTube, or via a direct embed.
Tick throw into unblockable
- 5AA > 2B(1) xx 4MS --> 5A, 5A > 4S > dl 2S > 5MS > 2S > 2MP > j.S (> 2B > 4MS > Super)
Corner Blockstring (2B > 5S can be rolled/jumped/DP'd, doll 6MP leaves large gap)
Corner Safejump, double overhead [OS Input: j.B~623S~MS~j.A]
Kara Cancel mixup idea [5A > 5B > 2S > 5MS > 2A > 2B > 6MS > Conversion > Dash > 9~j.S~j.MS~2A
85% Command Grab Combo
DNF Duel Enchantress guard break set ups/ pressure concepts
- First guard break setup - 5A 5B 2B(1) 2S 5MS 2A 5B 5S 5MS 5B 2S 5MS 2A 5B 2B(2) 2M 4S 66 5B 6MS 2A 2B(1) 2S 5MS
Enchantress Combo Guide
- Enchantress death combo from corner command throw, utilizing the doll recovery to uncombo
Enchantress 101 Guide by Diaphone
You can write your own content here, or post transcriptions of content from potentially impermanent sources here.
- Kara cancel command grab: 4B > 4MS
Strong points to look more into:
- -Her 5B advancement range
- -6S conversion
- -5S 5Ms
- -2S (1hit) 5ms
- -5A 5B 2B 2s 5ms plus frames
- -madd 6ms for resetting pressure able to walk up , and madd 2ms for guard breaking,
- -j.s kara j.ms
- -5MS in general after any normal
- -command grab, auto timing set up into 4S combo start up into another 4S to force block
- -the tick throws into it.
- -madd action into roll through.
j.4/5/6 have different places they put madds on