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Dragon Knight a character that fighter alongside her partner, the dragon Astra. She pressures the opponent's guard by utilizing Astra's immobilizing attacks as well as a wide array of airborne-based attacks.
She is able to press an unwavering offense due to increased MP recovery speed when Awakened
Dragon Knight Dragon Knight is classified as a Gimmicky type. She can summon her dragon companion Astra for powerful independent attacks and can alter her airborne trajectory with her unique airdash.
- Has a Dragon: Astra, Dragon Knight's titular Dragon, can be commanded independently from herself for tandem pressure.
- Has an Airdash: j.M pauses Dragon Knight's momentum and can be turned into an airdash with another j.M input. This really opens up her pressure options and gives her ambiguous high/lows when most characters don't have them.
- Strong Reach: Dragon Knight has a surprising amount of long-reaching moves as her sword and shield change forms.
- Bountiful MP: Dragon Knight has naturally greater MP regeneration. During Awakening she has 2.5 times more MP recovery than most, giving her the fastest MP recovery speed in the game.
- Fast Burner: Summon Astra and its follow-ups consumes large amounts of MP while heavily stalling MP recovery, making it easy to run out of MP quickly when applying pressure, despite Dragon Knight's superior MP recovery speed.
Astra is a small dragon that accompanies Dragon Knight. By activating Summon AstraGuardMidStartup18Recovery10Advantage+18, Astra will move in and attack the opponent completely independently of Dragon Knight's movements and actions, creating a tag-team duo on offense. Astra continue to attack even if Dragon Knight is hit, providing safe cover for Dragon Knight.
By pressing , , or during Summon Astra, you will also instruct Astra to perform one of three follow-up actions to happen automatically after their initial attack. This gives Dragon Knight options to prolong and modify her offense, but she will be unable to halt her command once issued.Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Doubles the passive MP recovery ratePassive MP recovery rate increases from 15 MP/s to 30 MP/s. and MP recovery on hit.Dragon Knight | |
---|---|
Health: | 930 |
Guard Gauge: | 950 |
MP Regen Rate: | 15 |
Prejump: | 4 |
Backdash: | 26 |
Unique Movement Options: | Dragon Wing |
Normal Moves
5A
- Cancels into 5AA on hit, block or whiff
A fast poke with a decent combination of speed and range. Can be used to pick up punishes that 5B or 2A can't, or to start pressure with its wide cancel table.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
65% | -2 | 30 | 1 | - |
5AA
A long range stab with shocking range for a Dragon Knight normal. You might want to whiff 5A in neutral sometimes just to get this as a poke.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | 0 | 30 | 1 | 0 |
5B
- Moves Dragon Knight forward significantly
Dragon Knight's longest grounded normal. Very fast for its range and great for combos to close distance for 2S. As a starter, it leads to high reward on both normal and CH, making it a strong stagger frametrap as well.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -2 | 50 | 3 | - |
2A
- Chains into itself up to three times
Dragon Knight's fastest low and also her fastest normal. Good for abare, as a pressure starter, or as your low option for high/low mixups. The frame data is pretty bad on block, but you can gaplessly chain into 5B to be much safer than you would be otherwise.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
55% | -2 | 30 | 1 | - |
2B
- Launches on hit
Dragon Knight's sweep. Though it has decent range, it's slow and very unsafe on block. Chains from 5B for combo and pressure filler but can mess up combos due to pushback. Generally not that useful.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | KD (+10) | 50 | 3 | - |
j.A
- Great crossup hitbox
Dragon Knight's fastest air normal. Good for catching people running under you or crossing under your flight. Also good as a high option for high/low mixups as it's much faster than j.B. Has a surprising amount of hitstun/blockstun so you can cancel high flights from this and still combo or continue into pressure.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | ~+15 | 30 | 1 | - |
j.B
A slower air normal that reaches higher and further forward than j.A, at the cost of being much slower to start up. However, it's slow enough to not come out if used from the lowest possible airdash, allowing Dragon Knight to fake out a high and go into a low or a throw.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -4~+19 | 50 | 3 | - |
Universal Mechanics
Throw
- +2 on hit
No oki on hit midscreen. In the corner you can try to smack them with 5B or bait a reversal.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+2) | - | 10 | - |
Dodge
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
- | - | - | - | - |
Guard Cancel
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+12) | - | - | - |
Special Moves
Lethal Punto
- Data in [] refers to charged version
- Chains into 4S and 6S
Long-range stab that's useful for blockstring filler or to convert off of spaced starters that you can't get 2S from, like max-range 5AA or 2B. Great range and safe on block at most ranges.
5[S]
- Wallbounces and hard knockdown on hit
Charged Punto, in addition to having much more damage and range, is much safer on block than its uncharged counterpart. Staple in corner combos due to its wallbounce and damage, as 5M~S often allows you to loop it multiple times in a single corner combo for extremely high damage.
You can also release charge early for a frametrap when people mash expecting 5[S] in a blockstring.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | -3 | 60 | 5 | - |
Shield Uppercut
Typical launcher. Sets up most of Dragon Knight's good combos. You'll want to cancel 5B into this most of the time, and follow up with either 4S or 5M~X depending on your screen positioning and combo scaling. It's range isn't great, however, so don't just autopilot into this for your confirms.
Notably, this doesn't cancel from 5S so you'll want to confirm your A/B buttons straight into it.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD (+35) | 60 | 5 | - |
Sky Break
Extremely fast anti air for its reach at a sharp angle. Dragon Knight also recovers in the air, making this move fairly safe or at least tricky to punish via j.M or {{|clr|S|j.S}}. Since it recovers airborne, Dragon Knight can use a falling overhead against opponents that are respecting her air options.
- Placeholder
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80% | KD (+62) | 60 | 5 | - |
- Recovers airborne
Finish!
- Can be cancelled into j.M on the first hit
- Second hit can be cancelled into any grounded mana skill
Combo filler after 2S or from high launches in general. High recovery, but it has a generous window to combo from it if you cancel into a either hit into a Mana Skill.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (+22) | 60 | 3 | - |
Knuckle Blaster
- Can be whiff cancelled into j.M
Huge space-control fireball. A very silly swiss-army knife of a move that can be used for okizeme, to control airspace, as an air stall to bait anti-airs, instantly from a jump to bait throws, or you can just throw it out randomly. The whiff cancel into flight is highly useful as it allows you to confirm whether the fireball was hit, blocked, or avoided, and pick your option based on how your opponent interacted with the fireball. If they rolled through it to avoid the explosion, you can cancel flight into j.A or j.B and punish them for it. If they blocked it, you can airdash and try to transtion into pressure. If they got hit, you can confirm into a combo with airdash j.B, provided the fireball doesn't hit an extended hurtbox.
However, as potent as j.S is, throwing it out willy-nilly against characters with larger normals is ill-advised, as a lot of them can just smack it out of its startup with one of their higher-reaching pokes.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x2 | KD (~+36) | 10 | 2 | 3, 4 |
MP Special Moves
Summon Astra
- During startup, Dragon Knight can command Astra to do one of three follow-ups. These follow-ups have their own mana cost and will not come out if Dragon Knight is in mana break at the point which the follow-up is supposed to come out.
- Despite what the in-game tutorial says, pressing the buttons at the same time can cause the follow-up move to not come out. It's best to plink the input, i.e. press the follow-up shortly after pressing 5M
Sends Astra forward to the opponent's location, attacking with a shockwave upon reaching them. If Dragon Knight is hit before Astra's attack is active, the move will be cancelled and Astra will fly back to its initial position behind Dragon Knight. Attacking Astra itself will also cancel the move.
Astra has fairly poor tracking and it can be hard to pin down moving opponents with this move. However, 5M's animation is short enough for Dragon Knight to link 5B if she cancels a launch into it. This leads to highly damaging, albeit expensive, combos from anywhere on screen.
This move can also be used during your pressure to try and force your opponent to disrespect you. The prospect of taking a guard-bar draining, 10 second long pressure sequence is fairly deterring, so your opponent will often want to try and get out with abare, a reversal, or some other option.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | +25 | 50 | - | - |
- Recovery begins immediately after Startup. Dragon Knight recovers a minimum of 12 Frames before Astra attacks.
Dragon Force
- Astra fires three staggered fireballs towards the opponent that travel fullscreen
Enables the longest pressure sequences due to the nature of the attack. However, the same properties make it fairly poor for combos.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x3 | +25 | 30 Per Hit | - | 5 |
Dragon Breath
- Astra fires one massive slow-moving, multi-hit fireball that travels fullscreen
Slower than 5M~A. Dragon Fang is likely the most versatile followup, with a generous hitbox that can catch opponents off guard even if they escape your pressure sequence or you drop your combo somehow. These properties also make it great for midscreen combos.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x12 | ~+125 | 10x11, 20 | - | 5, 6 |
Dragon Fang
- Astra becomes invulnerable and spins around, hitting several times.
Decent for lockdown, but you'll see this most in corner combos as the long hitstun enables Dragon Knight's highly damaging and versatile 5[S] loops. Huge generous hitbox with much more verticality than the other two followups, which can be useful if Astra tracks the opponent to an awkward position
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90%x6 | ~+70 | 30x6 | - | - |
Dragon Smash
- Invulnerable on startup
- Cannot be cancelled with Conversion
- CH state in recovery
Dragon Knight's DP, and a pretty good one. You can link this after 214M/4M anywhere, or of course use it as a reversal. Pretty good range and will clip extended hurtboxes with fair regularity, but of course if this whiffs or is blocked you're going to eat a lot of damage for it.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 90%x2 | KD (+14) | 60 (First Hit) | - | - |
- reversal
Dragon Warrior Princess
- Massive range
- Hard knockdown on CH
Gigantic counterpoke that's useful in matchups where your opponent's buttons vastly outrange your own or to check opponents trying to hit Astra after using 5M. Combos into super at close range, can be used as an okay frame trap after 5S.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | 90% | KD (+30) | 100 | - | - |
Biting Dragon
A hitgrab that launches the opponent high in the air. The cinematic animation and launch take so long that you'll start recovering MP before they get up, even if this move puts you into Mana Break. Dragon Knight's best combo ender for okizeme and damage and fairly versatile, comboing from 5S and 4S(2) with ease.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%x3 | KD (+37) | 50 | - | - |
Dragon Wing
- Will continually drain MP while active
- Lasts until Dragon Knight's MP runs out, but can be cancelled with j.A, j.B, j.S, or j.M~M/4M.
- Can only be used once per jump
AKA Flight. Upon j.M's activation, Dragon Knight's MP gauge becomes a timer for her flight instead. Notably, j.S can whiff cancel into flight, so Dragon Knight can make her fireball much safer using it. She can also use it to threaten a long-range whiff punish that leads to a full combo, or to bait grounded anti-airs by indefinitely stalling her momentum.
If cancelled into j.A or j.B, Dragon Knight will start falling immediately upon using the move.
Boost Wing (Forward) 5M
- Moves about halfscreen forward
Great for extending air combos. You can easily confirm into airdash j.B upon landing j.S. Notably, unlike airdashes in most other anime fighters, Boost Wing has a very low/no minimum height and can be used extremely close to the ground, making it decent for a quick, high profile approach option.
Boost Wing (Backward) 4M
- Moves about a quarter screen backward
Mostly used for repositioning if your opponent puts you in a bad spot during your flight. Fairly hard to catch due to how fast it moves.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
j.M | - | - | - | - | - |
j.M~5M | - | - | - | - | - |
j.M~4M | - | - | - | - | - |
Awakening Moves
Dragon Sortie
- No invulnerability, but big disjoint
- Dragon Knight exits Awakened state upon use
Dragon Sortie's activation hit has massive range, being one of Dragon Knight's largest moves alongside 236M. You'll mostly see it as a combo due to supers scaling extremely well with combos, but it can be thrown out raw against characters who feel safe against Dragon Knight from far range.
From any combo that ends with 214M, a delay cancel into Dragon Sortie will combo and do massive damage. To land it consistently, wait until your opponent starts falling before pressing AS.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100% | HKD (+2) | 40 | - | - |
Colors
B-Type Color (DFO) |
D-Type Color (DFO) | ||
C-Type Color (DFO) |
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 •