DNFD/Dragon Knight

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Overview
Overview

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.

Pros
Cons
  • 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 AstraDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+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 A, B, or S 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
DNFD Dragon Knight Portrait.png
Health:930
Guard Gauge:950
MP Regen Rate:15
Prejump:4
Backdash:26
Unique Movement Options:Dragon Wing

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Lethal Punto

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
75 Mid 14 3 26 -8 none
  • 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]

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.

  • Wallbounces and hard knockdown on hit
Proration On-Hit Guard Damage MP Gain Level
80% -3 60 5 -
No results

Shield Uppercut

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
65 Mid 13 5 28 -10 none

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 -
No results

Sky Break

Finish!

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
98 Mid 28 Until Landing + 8 Until Landing + 25 -12 none

Dragon Knight quickly rises up into the air and slams down towards the ground. 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.

  • Can be cancelled into j.M on the first hit
  • Second hit can be cancelled into any grounded mana skill
Proration On-Hit Guard Damage MP Gain Level
80%x2 KD (+22) 60 3 -
No results

Knuckle Blaster

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
102 Mid 20 Until Projectile Contact + 10 Until Landing + 10 -15~+4 none

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 just throwing it out randomly to gauge the opponent's reaction. The whiff cancel into flight is highly useful as it allows Dragon Knight to confirm whether the fireball was hit, blocked, or avoided, and pick an option based on how the opponent interacted with the fireball. If they rolled through it to avoid the explosion, she can cancel flight into j.A or j.B and punish them for it. If they blocked it, she can airdash and try to transition into pressure. If they got hit, Dragon Knight can 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.

  • Can be whiff cancelled into j.M
Proration On-Hit Guard Damage MP Gain Level
80%x2 KD (~+36) 10 2 3, 4
No results

MP Special Moves

Summon Astra

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
60 Mid 18 35 10 +18 none 50

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 is also used during Dragon Knight's pressure to try and force the opponent to disrespect her. The prospect of taking a guard-bar draining, 10 second long pressure sequence is fairly deterring, so opponents will often want to try and get out with abare, a reversal, or some other option.

  • 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 Exhaustion 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 during hitstun. It's best to plink the input, i.e. press the follow-up shortly after pressing 5M
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

Dragon Breath

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
181 Mid 93 after 5M Travel Time + 10 - ~+40 none 20

Astra fires one massive slow-moving, multi-hit fireball that travels fullscreen.

Slower than 5M~A. Dragon Fang is likely the most versatile Astra followup, with a generous hitbox that can catch opponents off guard even if they escape the pressure sequence or Dragon Knight drops her 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
No results

Dragon Fang

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
186 Mid 58 after 5M 48 - ~+60 none (Astra: All) 40

Astra becomes invulnerable and spins around, hitting several times.

Decent for lockdown, but most commonly seen 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 - -
No results

Dragon Smash

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
152 Mid 10, 33 4, 4 Until Landing + 10 -49 1~10 All 60

Dragon Knight's reversal, and a pretty good one. She can link this after 214M/4M anywhere, or of course use it as defensive option. Pretty good range and will clip extended hurtboxes with fair regularity, but of course if this whiffs or is blocked it is highly punishable due to its long recovery.

  • Invulnerable on startup
  • Cannot be cancelled with Conversion
  • CH state in recovery
Version Proration On-Hit Guard Damage MP Gain Level
623M 90%x2 KD (+14) 60 (First Hit) - -
  • reversal

Dragon Warrior Princess

Biting Dragon

Dragon Wing

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
Dragon Wing - Mid 29 Until Cancelled - - none 30
Boost Wing (Forward) - - 9 41 0 - none 15
Boost Wing (Back) - - 9 41 0 - none 15

AKA Flight. Upon j.M's activation, Dragon Knight's MP gauge stops recovering and drains slowly while flight is active. 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.

  • Will continuously 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

Boost Wing (Forward) 5M Great for extending air combos. Dragon Knight 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.

  • Moves about halfscreen forward

Boost Wing (Backward) 4M Mostly used for repositioning if the opponent puts her in a bad spot during the flight. Fairly hard to catch due to how fast it moves.

  • Moves about a quarter screen backward
Version Proration On-Hit Guard Damage MP Gain Level
j.M - - - - -
j.M~5M - - - - -
j.M~4M - - - - -
No results

Awakening Moves

Dragon Sortie

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
400 Mid 2 + 16 30 19 -32 none
  • 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 - -
No results

Colors

DNFD Dragon Knight Color 1.png
DNFD Dragon Knight Color 2.png
DNFD Dragon Knight Color 3.png
DNFD Dragon Knight Color 4.png
1
2
3
B-Type Color (DFO)
4
D-Type Color (DFO)
DNFD Dragon Knight Color 5.png
DNFD Dragon Knight Color 6.png
DNFD Dragon Knight Color 7.png
DNFD Dragon Knight Color 8.png
5
C-Type Color (DFO)
6
7
8

Navigation

 Dragon Knight
To edit frame data, edit values in DNFD/Dragon Knight/Data.