DNFD/Crusader/Starter

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< DNFD‎ | Crusader
Key Moves
Key Moves
  • 5ADNFD Crusader 5A.pngGuardMidStartup10Recovery22Advantage-3 is Crusader's most reliable mid-range poke. it has a fair amount of recovery, but fairly long range for its startup.
  • 2ADNFD Crusader 2A.pngGuardMidStartup7Recovery16Advantage+3 is Crusader's fastest grounded button and his main way of enforcing his offense. It is plus on block, giving you opportunities for throws, frame traps, or continued stagger pressure.
  • j.BDNFD Crusader jB.pngGuardHighStartup14RecoveryUntil landing+12Advantage- makes up the bulk of Crusader's jump ins. It is a very deep hitting overhead that has a large amount of hitstun, staggers on counter-hit, and provides a large advantage when blocked.
  • 6SDNFD Crusader 6S.pngGuardMidStartup20RecoveryAdvantage-6 is one of Crusader's most versatile moves, it can be used as an oki tool, and or a combo filler depending on the situation. On hit it provides a large mana return meaning using it effectively is key to managing Crusader's resources.
  • 6M/236MDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 The infamous Wall. Tracks to the opponent's location, creates a temporary corner wherever it is placed, and leaves Crusader at advantage if blocked. Also used to convert the majority of hits into combos. This is one of Crusader's main tools in combos, pressure, and neutral.
  • j.MDNFD Crusader jM.pngGuardMidStartup15RecoveryUntil landing+15Advantage- is another of Crusader's powerful tools. Primarily used as a zoning tool thanks to its speed and great angle, it also can be Kara Cancelled which enables it to loop into itself and be used as a starter for many of Crusader's combo routes.


Pressure Structure

Crusader's offense is structured entirely around stagger pressure and forcing opponents to contest his plus frames

  • 5ADNFD Crusader 5A.pngGuardMidStartup10Recovery22Advantage-3,2ADNFD Crusader 2A.pngGuardMidStartup7Recovery16Advantage+3, 5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9, and 6MDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 are all places to reset pressure.
  • Crusader's moves all have significant pushback on block, forcing him to cancel into 6MDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 or use his plus frames from 2ADNFD Crusader 2A.pngGuardMidStartup7Recovery16Advantage+3 or 5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9 to quickly run forward and regain space before restarting pressure.

Grace

  • Grace of Lemidios, Crusader's 4MDNFD Crusader 214M.pngGuardMidStartup45RecoveryAdvantage-, creates an extremely potent game of RPS for 15 seconds.
  • Grace makes 5BDNFD Crusader 5B Grace.pngGuardMidStartup14Recovery23Advantage+9 and 2BDNFD Crusader 2B Grace.pngGuardLowStartup18Recovery24Advantage+4 very advantageous on block, forcing the opponent into risky defensive options such as roll or reversal.
  • If Crusader gets a hit on the opponent while Grace is active, he can convert it into massive damage for the cost of some mana.
Combos
Combos

Less is more, with Crusader you deal big damage in short combos.

  • 5M is your most your go-to ender. While it is costly on mana, removing the opponent's white HP is key to maintaining your offence.
  • 5S > 6M/236M > 2S > 6S > 5S > 5M is your basic combo. It leaves you mana positive for your next setup and neutral game.
  • 5S > 6M/236M > 5B > 6S > j.5S~M > 5S > j.B > 5S > 5M While harder, is considered to be an optimal route as it does good damage and still leaves with similar mana to the previous combo
    Combo Starters
  • 5S Is your best starter. It has large range making a good poke from mid to fullscreen, in addition on hit it creates a stagger effect which enables you to confirm combos from ranges outside your reach.
  • 6M/236M Is a great starter, as it tracks anywhere on the screen, and is plus on block. On hit it will send the opponent towards you which allows you to confirm into a full combo with either 5S, 5A, or j.5S~M.
Spending Meter
Spending MP
  • Crusader's neutral gameplan focuses mainly around baiting the opponent into picking a losing option at mid to fullscreen via the use of 6MDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 or 5SDNFD Crusader 5S.pngGuardMidStartup20Recovery35Advantage-10, Crusader's reversal tools send opponents towards fullscreen to put them in this position
  • j.SDNFD Crusader 5S.pngGuardMidStartup33Recovery35Advantage-7 Enables you to catch rolls and some advances making it a great tool to punish your opponents for trying to escape your pressure.
  • The most important thing to account for when playing Crusader is to watch your mana, Crusader spends a lot of mana in neutral and for his highest damage combo routes, so you will find yourself without mana for long periods which puts you in a bad position if you have to defend.
  • 6SDNFD Crusader 6S.pngGuardMidStartup20RecoveryAdvantage-6 Is a key move in restoring your mana as it gives a high return on hit so using this as a combo filler is ideal for replenishing your mana. Other normals of course can substitute if you were unable to land a 6SDNFD Crusader 6S.pngGuardMidStartup20RecoveryAdvantage-6
    Utilising White Life

Conversion mechanic = B+S

  • Crusader can omit white HP to make unsafe options safe, such as the second hit of 5MDNFD Crusader 5M 1.pngGuardMidStartup15Recovery64Advantage-14, allowing you to reset your pressure.
  • j.BDNFD Crusader jB.pngGuardHighStartup14RecoveryUntil landing+12Advantage- can also be used twice when B+S is thrown into the mix enabling a double overhead and quicker recovery as you will be closer to the ground.
  • B+S enables 5MDNFD Crusader 5M 1.pngGuardMidStartup15Recovery64Advantage-14 to be extended into a full combo, giving more corner carry and damage.
What to do after a knockdown
What to do after a knockdown
Unique Mechanic/ Tool for your Character
Highlight what the important thing is, how it's important, and ways to use said mechanic