DNFD/Defense: Difference between revisions

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== Blocking ==
== Blocking ==
===Ground Block===
:Blocking is an integral action to keep yourself alive.  
:Blocking is an integral action to keep yourself alive.  
Hold {{Ni|4}} or {{Prompt|DNFD|G}} to block high and hold {{Ni|1}} or{{Ni|2}}+{{Prompt|DNFD|G}} to block low.


*High block will not block lows.
*Low block will not block overheads, such as jumping attacks.
*Air blocking is not possible.


After blocking an attack, characters enters a state called '''blockstun''' where they are unable to do anything except block or guard cancel
After blocking an attack, characters enter a state called '''blockstun''' where they are unable to do anything except block or guard cancel.
 
=== Ground Block ===
:Hold any backward direction to block.
::Hold back to block standing. This blocks high and mid attacks.
::Hold down-back to block crouching. This block low and mid attacks.
Normal blocking is the default type of blocking and is the most commonly type used.
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=== Guard Crush ===
=== Guard Crush ===
When guard gauge has been depleted, the defending character will enter guard crush state, leaving them temporarily vulnerable to attack.
Blocking attacks depletes the [[DNFD/Gauges#Guard Gauge|Guard Gauge]]. When the Guard Gauge completely empties, the defending character will enter a Guard Crush state, leaving them temporarily vulnerable to attack.
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=== Unblockable Attacks ===
=== Unblockable Attacks ===
Finally, some attacks are completely unblockable, meaning the only way to avoid getting hit is to move out of the way!
Finally, some attacks are completely unblockable, meaning the only way to avoid getting hit is to move out of the way.
 
==Roll==
Performed by inputting {{Ni|6}}+{{Prompt|DNFD|G}}. This moves your character forward while avoiding attacks, but is vulnerable to throws. They are not invulnerable immediately on startup making them susceptible to {{keyword|meaty attack}}s, but after their short startup they are strike and projectile invulnerable for a significant amount of time until their recovery. Using rolls to move through big attacks with slow recoveries can guarantee punishes.


Rolls cannot be performed by holding {{Prompt|DNFD|G}} and pressing {{Ni|6}}, but {{Prompt|DNFD|G}} can be released and pressed again while holding {{Ni|6}} to roll.


== Punish ==
==Guard Cancel==
Performed by pressing {{Ni|6}}+{{Prompt|DNFD|B}}+{{Prompt|DNFD|S}} 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. The damage it deals is minor and cannot K.O. the opponent.


Sometimes "Punish" will appear on the HUD. This means that you hit the opponent during the recovery of their attack.
==Punish==


Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block; Of course just because an attack is fast enough does not mean it can reach the opponent, so knowledge and practice are still necessary, even when a player knows the numbers.  
Sometimes "Punish" will appear on the HUD. This means that a character was hit during the recovery of their attack.


While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning while mid-match. Did you actually punish the opponent's attack or were they just not blocking? Now you can know for sure.
Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block. Of course, just because an attack is fast enough does not also mean it has the range to reach the opponent, so knowledge and practice are still necessary even when a player knows the numbers.  


While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning while mid-match. Did you actually punish the opponent's attack or were they just not blocking?
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Revision as of 12:39, 29 June 2022

Blocking

Ground Block

Blocking is an integral action to keep yourself alive.

Hold 4 or G to block high and hold 1 or2+G to block low.

  • High block will not block lows.
  • Low block will not block overheads, such as jumping attacks.
  • Air blocking is not possible.

After blocking an attack, characters enter a state called blockstun where they are unable to do anything except block or guard cancel.

Guard Crush

Blocking attacks depletes the Guard Gauge. When the Guard Gauge completely empties, the defending character will enter a Guard Crush state, leaving them temporarily vulnerable to attack.

Unblockable Attacks

Finally, some attacks are completely unblockable, meaning the only way to avoid getting hit is to move out of the way.

Roll

Performed by inputting 6+G. This moves your character forward while avoiding attacks, but is vulnerable to throws. They are not invulnerable immediately on startup making them susceptible to meaty attack Hitting an opponent to cover the moment as they lose invincibility. The most common one is performing an attack early on okizeme to gain frame advantage and bait reversals.s, but after their short startup they are strike and projectile invulnerable for a significant amount of time until their recovery. Using rolls to move through big attacks with slow recoveries can guarantee punishes.

Rolls cannot be performed by holding G and pressing 6, but G can be released and pressed again while holding 6 to roll.

Guard Cancel

Performed by pressing 6+B+S 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. The damage it deals is minor and cannot K.O. the opponent.

Punish

Sometimes "Punish" will appear on the HUD. This means that a character was hit during the recovery of their attack.

Attacks are punishable on block if the defender has enough time to hit the attacker after blocking the attack. Each character's frame data lists the amount of time to punish an attack on block. Of course, just because an attack is fast enough does not also mean it has the range to reach the opponent, so knowledge and practice are still necessary even when a player knows the numbers.

While the concept of punishing exists in all fighting games, the HUD indicator is helpful for learning while mid-match. Did you actually punish the opponent's attack or were they just not blocking?

Reversal

Reversal is a term used to refer to either performing an action on the first possible frame after recovery or actions that would be used in such a context, such as moves with invincibility during start-up. The HUD displays the word "Reversal" when performing a special immediately after recovering from blockstun, hitstun, or knockdown. This message is useful to tell when an attack is performed as fast as possible.

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