Please feel free to make edits, but include edit summaries and sources where applicable.
Controls
- As with other 2D fighters, DNF Duel uses Numpad Notation.
7 | 8 | 9 |
4 | 5 | 6 |
1 | 2 | 3 |
Button Representations:
- = Standard A
- = Standard B
- = Skill
- = MP Skill
- = Awakening Skill
- = Guard
MP Skills can use more then one directional input.
- = 236M
- = 623M
Movement
Hold or = Walk
- The most basic movement option. The character approaches or retreats from the opponent slowly.
Hold or or = Crouch
- Put the character in a crouching position, lowering their hurtboxes. Note that the hurtboxes don't shrink immediately; the character can still be hit by moves normally whiffing on crouchers until they actually crouch.
= Dash (or Step)
- Dashes move the character forward at a greater speed than walking. Most characters can run; hold the second to do so.
= Backdash
- Backdashes move the character back a preset distance. There is a brief period of invincibility starting from the very first frame, making it handy against certain attacks.
= Jump
- Makes the character jump into the air. Pressing or will have them jump backward or forward respectively. There are a few frames during which the character stays on the ground before they actually jump; they are invulnerable to throws at this time, but can still be hit by strikes and projectiles.
(In Air) = Double Jump
- Exclusive to Kunoichi
- Jump again while in the air. Alternatively you can press or to double jump in the specified direction.
Offense
Normal Moves
Pressing or performs an attack, ranging all the way from simple punches to huge weapon swings. Normals form the core of every character's offense and are often cancelled into Skills and MP Skills to create damaging combos.
Gatling Combination
Gatling combinations vary greatly character to character but currently the known gatlings are:
- >
- >
- >
- >
- >
- >
- Useful for hit confirming but the can make it hard to follow up with certain Skills.
Throw
- In order to perform a throw, input + while next to the opponent to throw them forwards or + to throw them backwards.
Throws are strong tools against opponents who have been conditioned into blocking for too long. However, using a throw while out of range triggers a vulnerable whiff animation.
Throw Tech
- In order to perform a throw tech, input + as the opponent initiates a throw.
Conversion
Performed by pressing + when the character has any amount of White Health. This consumes all white health remaining plus a small amount of real health to cancel your character's current action and return them to a neutral state while restoring MP based on the amount of health consumed.
Skills
- Also known as Specials
Performed by pressing and a direction together (including ). Skills function in a variety of ways depending on the character. Some skills function closer to normals while others have special properties.
MP Skills
- Also known as MP Specials
Performed by pressing and a direction together (including ). Each MP Skill costs varying amounts of MP to use and pauses MP regeneration briefly when used. They can still be used without enough MP in stock as long as a character has at least 1 MP remaining, but this puts the character in Exhaustion until the MP deficit is recovered.
Most MP Skills can also be input with a "technical" full motion e.g. + can also be input with +. Using the full motion causes MP to begin regenerating sooner than when input normally.
Awakening Skill
Performed by pressing . A very powerful attack that can only be used once a round, and only after a character activates Awakening. While it deals high damage, it has no invulnerability and using it turns off your character's Awakening Effect for the rest of the round.
Defense
Blocking
Hold / to block high, or /+ to block low.
- High block will not block lows.
- Low block will not block overheads, such as jumping attacks.
- Air blocking is not possible.
Dodge
Performed by inputting +. This moves your character forward while avoiding attacks, but is vulnerable to throws.
Guard Cancel
Performed by pressing ++ while blocking. An invincible attack that launches the opponent away on hit. It costs 100 MP and cannot be performed without at least 100 MP.
Other Mechanics
Awakening
A special powered-up state that automatically activates when characters reach 30% health or less, visually indicated by the larger section at the end of the health bars. This activates your character's Awakening Effect and enables the use of their Awakening Skill. Healing white life back above the Awakening threshold does not disable Awakening.
White Health
MP Skills deal a small portion of their damage as white life when blocked. Normals, Skills, and throws leave 50% of their damage as white life on hit. This life does not count as "real health" as your character will be K.O.'d if they run out of normal health, but it slowly turns back into real health over time while your character is not in blockstun or hitstun. MP Skills deal all of their damage as real health damage and remove all white life on hit, represented by a Critical Hit system message. White life is also consumed to use Conversion.
Exhaustion
A temporary negative state that occurs if a character uses an MP Skill with exactly or less than the skill's MP cost available, pushing the MP Gauge to 0 or into an invisible negative amount. MP Skills are not usable while exhausted, and remain unavailable until MP recovers above 0, either naturally over time or by using Conversion.
Clash
- A clash occurs when the hitboxes of both players' strikes connect with one another.
Click [★] for character's full frame data
Essentials
• Controls •
HUD •
FAQ •
The Basics
• Movement/Canceling •
Offense •
Defense •
Gauges •
Detailed & Advanced Information
• Damage/Combo System •
Frame Data & System Data •
Misc •