DNFD/Enchantress

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Template-Alert.png Disclaimer
This section is still being written. It may be wildly inaccurate or missing significant data.
Please feel free to make edits, but include edit summaries and sources where applicable.
Overview

Overview

Enchantress is a highly technical puppet character that uses MP to control her doll, Madd, for tandem pressure.

She is a well-rounded character that has access to strong pokes, several projectile options for zoning, and a very strong mixup game from her fast fall high/low via j.M cancels complemented by her devastating 214M command grab.

Her primary goal in neutral is focused on controlling space with her array of projectiles while pushing the opponent towards the corner. Gaining space allows her to safely use 4S or 5S conversion cancel where she can run in behind it to cover her approach and stay plus on block. Once in the corner, she can start doing devastating mixups and also leverage the corner for potent Madd pressure as it is much easier to keep him on top of the opponent compared to midscreen.

Enchantress' main weakness lies in her heavy MP consumption. Due to Showtime!DNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
draining MP over time, it also prevents Enchantress from regenerating mana passively and during combos, forcing her to wait and stockpile a lot of Mana before going on the offensive. While she is also very powerful in the corner, the damage and okizeme rewards from her midscreen confirms are rather limited, especially compared to her corner output.
Lore:A capricious witch who manipulates cursed dolls.

Lying at the outskirts of Bronx, The Forest of Dolls inhabited by witches has traps that, unlike normal forests, are all made of magic.
Most of those who wander into the forest get caught in the thicket of traps laid out by the witches and perish.
However, a select few of them, who were already writhing in pain from life's agonies, were allowed to enter.
They would be led to the Black Mansion to meet the witches. It is said that most of these chosen ones appeared to be children. As much as Pandemonians are curious of the witches of the Black Mansion, the witches wonder about the outside world.

Consequently, it would not be surprising for one of them to step outside their forest in aspiration of the outside world.
Playstyle
Enchantress is classified as a Gimmicky type. She has many ranged attacks and can steal MP from the opponent, all while simultaneously controlling her puppet, Madd, for powerful coordinated attacks.
Pros Cons
  • MP Steal: HarvestDNFD Enchantress 236M.pngGuard:
    Mid
    Startup:
    25
    Recovery:
    -
    Advantage:
    -12
    can uniquely pressure the opponent by draining their mana on hit.
  • Doll-like: Due to her diminutive stature, Enchantress has a smaller hurtbox than most characters and can run under some projectiles as well as make moves whiff completely by crouching.
  • Conversionless Mixups: By doing a Kara CancelA type of cancel where the beginning of an action is quickly canceled into another before the first action completes its startup. j.S~j.M, Enchantress can briefly stall herself midair to create a High-Low mixup, and fully combo on hit. She can also use her Command Grab Keep Away!DNFD Enchantress 214M.pngGuard:
    Throw (110)
    Startup:
    18
    Recovery:
    40
    Advantage:
    -
    , which is immune to Throw Break and is able to perform huge combos in the corner.
  • Frail: Tied for the lowest health in the game at 850 HP, Enchantress is not given any special treatment on defense and must use her pokes to keep herself safe.
  • MP Countdown: During Showtime!DNFD Enchantress 5M.pngGuard:
    -
    Startup:
    20
    Recovery:
    -
    Advantage:
    -
    , MP will be spent continuously and cannot recover, forcing Enchantress to stockpile MP to get the most out of Madd.
  • Slow roll: Having a roll that comes out 2 frames slower than everyone else can make getting out of pressure more difficult for her than other characters.

Unique Mechanic: Madd the Doll

Madd Cancel Advantages  
Attack On Block Madd Cancel oB Difference
5A -3 -5 2F less safe
5AA -5 -9 Punishable
5B -11 -3 8f, safe
2B -12 -4 8f, safe
5S -27 -4~-3 ~23f, safe
5S(2) -? -8 ?, safer
5S(3) -? +11 ?, plus oB
2S(w/Madd) -17 -3 14f, safe

Madd is an enchanted doll that follows Enchantress.
When Showtime!DNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
is active, Madd is able to move indepdenently of Enchantress, and each of Enchantress' MP Skills during this mode will be performed by Madd, regardless how far apart they may be. Madd can also be teleported to a specific location when Showtime!DNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
or And, Scene!DNFD Enchantress 5M 5M.pngGuard:
Mid
Startup:
20
Recovery:
-
Advantage:
-
is activated mid-air based on the direction input, allowing Enchantress to set up Madd in favourable position.

However, during Showtime!, Madd can also be attacked, preventing Enchantress performing any MP Skills with Madd for a short moment.

Awakening Effect: DNFD Enchantress Awakening Icon.png Favoritism

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Reduces the passive MP consumption of Showtime! by two thirdsReduced from 45 MP/s to 15 MP/s..
Enchantress
DNFD Enchantress Portrait.png
Health:850
Guard Gauge:1000
MP Regen Rate:15
Prejump:{{{prejump}}}
Backdash:{{{backdash}}}
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623M (20F)

Normal Moves

5A

5A

Damage Guard Startup Active Recovery On-Block Invuln
30 Mid 7 -3 none

Important button in pressure as it's the one with the least pushback and the best frame advantage, allowing for Keep Away!DNFD Enchantress 214M.pngGuard:
Throw (110)
Startup:
18
Recovery:
40
Advantage:
-
tick throw setups. Also a decent poke, useful for catching rolls thanks to it being whiff cancelable into 5AA.

  • Unavoidable after landing Keep Away!DNFD Enchantress 214M.pngGuard:
    Throw (110)
    Startup:
    18
    Recovery:
    40
    Advantage:
    -
    in the corner
  • Low damage combo starter

5AA

5AA

Damage Guard Startup Active Recovery On-Block Invuln
40 Mid -5 none
  • Placeholder

5B

5B

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid 10 -11 none

A forward advancing broom swipe serving as Enchantress' main poke. The range it covers makes it a good button for starting and continuing pressure or whiff punishing.

  • Combos into 2B on hit, but will drop on max range hits against some characters

2A

2A

Damage Guard Startup Active Recovery On-Block Invuln
30 Low 6 -10 none

Enchantress' fastest and most practical low, since 2B's first hit is a mid. Unsafe on block by itself, making it weak for stagger pressure.

  • Has good range for its speed.

2B

2B

Damage Guard Startup Active Recovery On-Block Invuln
35+45 Mid, Low 15 -12 none

On block or hit can cancel anytime between the first and second hits, allowing for frametraps and tick throw setups with Keep Away!DNFD Enchantress 214M.pngGuard:
Throw (110)
Startup:
18
Recovery:
40
Advantage:
-
.

  • 2 Hitting move
  • 2nd hit can whiff on opponents too high in the air

j.A

j.A

Damage Guard Startup Active Recovery On-Block Invuln
35 High 7 none

Primarily used in instant overhead mixups, this attack has poor horizontal reach making it a weak air to air unless the opponent is directly above enchantress. For similar reasons, it's not very good as a jumpin as it requires her to be very close to the opponent.

  • Placeholder

j.B

j.B

Damage Guard Startup Active Recovery On-Block Invuln
60 High 12 none

While slower than j.A, j.B has great reach, making it more reliable as an air to air and Enchantress' go-to jump-in normal.

  • Placeholder

Universal Mechanics

Throw

A+B

Damage Guard Startup Active Recovery On-Block Invuln
150 Throw 5 2 22 none
  • Placeholder

Guard Cancel

B+S

Damage Guard Startup Active Recovery On-Block Invuln
70 Mid 23 none
  • Placeholder

Special Moves

Rose Vines

5S DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block Invuln
35 Mid 15 -27 none

Slow fullscreen traveling projectile that travels along the ground. Can be cancelled into Showtime!DNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
on hit and block to get better frame advantage; if cancelled this way, it becomes plus on block when spaced to get multiple hits.

  • Low profile during the initial active frames
  • Will hit different amounts of times depending on spacing
  • Remains completely active when conversion cancelled, allowing enchantress to safely cover her approach

Madd, it's Time to Dance!

2S DNFD Projectile Icon.pngMadd's attack during this move is considered a projectile

Damage Guard Startup Active Recovery On-Block Invuln
70 [100] Mid 14 -17 none

Enchantress' main anti-air and amazing combo tool. When Madd is not being controlled by Showtime!DNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
, both Enchantress and Madd will do this attack in unison, doing 2 hits and 150 damage when both of them hit together.

It's possible to get Madd separated from Enchantress through either Showtime!DNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
or simply dashing away from Madd. If Madd is disconnected from Enchantress, it will still perform 2S, doing 100 damage when hit on its own, however it won't cancel into other moves if it hits this way.

Lantern Firebomb

6S (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngHard knockdown on level 4 only

Name Damage Guard Startup Active Recovery On-Block Invuln
Lantern Firebomb Level 1 30, 60 Mid 15 -16 none
Lantern Firebomb Level 2 30, 80 Mid -16 none
Lantern Firebomb Level 3 30, 100 Mid none
Lantern Firebomb Level 4 30, 120 Mid 45 -10 none

A slow moving horizontal fireball. Level 4 causes a hard knockdown on hit, giving enchantress enough time to hit OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".

Destiny Puppet

4S DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage Guard Startup Active Recovery On-Block Invuln
20, 120 Mid 35 0 none

Throws a doll that travels forward on the screen until reaching the opponent and exploding. The doll does not disappear even if enchantress is hit. Useful for covering Enchantress' approach on the ground. Forces a hard knockdown on hit, allowing Enchantress to convert into a full combo via OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".

Aerial Lantern Firebomb

j.S (Hold OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngHard knockdown on level 4 only DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Name Damage Guard Startup Active Recovery On-Block Invuln
Aerial Lantern Firebomb Level 1 30, 60 Mid 15 none
Aerial Lantern Firebomb Level 2 30, 80 Mid none
Aerial Lantern Firebomb Level 3 30, 100 Mid none
Aerial Lantern Firebomb Level 4 30, 120 Mid 45 none

Shoots a fireball at an angle towards the ground. Stops all air momentum during startup, including when charging. Level 4 causes a hard knockdown on hit.

  • When Kara canceled into Showtime!, allows for fast falling.

MP Special Moves

Terrible Roar

2M or 623M DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground DNFD Reversal Icon.pngTemporarily fully invincible

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
30×4, 80 Mid 20 -20 70 1~?? Full

Enchantress' invincible reversal. Unique move that can allow her to create a largely displaced hitbox at Madd's position while getting invulnerability if used when Madd is far forwards from her, being rather safe on block at longer ranges. This is especially useful after getting hit by an opponent's Guard Cancel, as the hit will automatically get Enchantress out of Showtime!DNFD Enchantress 5M.pngGuard:
-
Startup:
20
Recovery:
-
Advantage:
-
and keep Madd pretty close to the opponent.

  • Has a vacuum effect before hitting

Harvest

6M or 236M DNFD Projectile Icon.pngIs a projectile property attack

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
20×8, 40 Mid 25 -12 60 none

This move drains MP from the opponent for each hit of the move, stealing 4 MP on each of the first 8 hits, and 8 MP on the final hit, giving all of it back to the Enchantress.

  • How much MP is stolen depends on how many hits are landed, meaning hitting it late will result in less MP stolen.
  • If hit in full, leaves Enchantress -20 MP and the opponent -40 MP.

Keep Away!

4M or 214M DNFD Grab Icon.pngThrow property attack. Cannot be guarded DNFD Doll Hit Icon.pngDebuff inflicted on an opponent hit by Keep Away!. Opponent is transformed into a doll with very limited options.

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
50 Throw (110) 18 2 40 80 none

Command grab that leads to high damage unblockable setups. A key part of Enchantress's corner pressure.

Inflicts the DNFD Doll Hit Icon.png Doll Hit status on the opponent for approximately 3 seconds.

During this time, the opponent will become a large Doll, which can only walk, jump, or attack with a unique 5A or j.A attack. The Doll cannot Dash, Block, or use any other attack. However, the Doll is completely Throw-immune and will immediately tech after any hit. Once the Doll Hit expires, they will be left recovering for a short moment. When turned into a Doll, the opponent is extremely exposed to being hit and barely has the means to defend themselves, if at all. When in the Doll Hit state, the Doll overrides standard attributes, with a very low movement speed and extremely poor attacks, but it does have a decent jump duration.

After doll hit expires, the opponent is left vulnerable for a moment. With specific setups, Enchantress can pick up into a guaranteed unblockable combo.

Showtime!

5M (Air OK)

Name Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Showtime! - 20 none
Showtime! (Air) - none

Enchantress gains control of her puppet, Madd, which is moved by forward and backwards inputs. Her M move inputs change properties while Showtime! is active. Showtime! will automatically end when Enchantress is attacked or when she runs out of MP.

  • Drains Enchantress' MP over time while active.
  • Showtime does not end when Madd is hit by the opponent.

Ground

Due to the move's low recovery, it can be used to effectively maintain pressure or extend combos via canceling normals or special moves.


Air

The jumping version of 5M. Functionally identical, it activates/deactivates Madd, however takes way less time to perform than its grounded counterpart. While on its own, the move does not affect air momentum, it can be kara-cancelled from j.S which freezes all air momentum. Combined with the minimal total duration, this gives way to tricky air options and even an Instant Overhead with j.A.

  • Holding forward or backward during the input will affect the position that Madd is placed in.

Madd the Guard

2M during Showtime! or 623M during Showtime! DNFD Projectile Icon.pngIs a projectile property attack DNFD Knockdown Icon.pngInflicts hard knockdown on hit DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
150 Mid +48 40 none
  • Madd is fully invincible for the duration of the move.

Madd Mad Slash

6M during Showtime! or 236M during Showtime! DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
40, 50 Mid 20 +34 20 none

Has short range, but Extremely low MP cost while being very plus on block. making this a decent move for pressuring opponents.

  • Placeholder

Curse of Terror Bear

4M during Showtime! or 214M during Showtime! DNFD Projectile Icon.pngIs a projectile property attack

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
30x9 Mid 25 +53 80 none

Madd attacks with a projectile in the form of fire breath. It multi-hits, which allows enchantress to lock down opponents from a distance.

  • Madd is invincible while the fire is active.

And, Scene!

5M during Showtime! (Air OK)

Damage Guard Startup Active Recovery On-Block MP Cost Invuln
Mid 20 none

Deactivates Showtime!, causing Madd to walk slowly to Enchantress' current position. When used while airborne, Madd will teleport to Enchantress.

  • Can also be used for the same Kara Cancel options as Showtime!

Doll Hit

5A

5A

Damage Guard Startup Active Recovery On-Block Invuln
50 Mid none

Practically worthless.

Only for maybe hitting Enchantress if she whiffs an attack, not that you gain much of anything for doing this.

j.A

j.A

Damage Guard Startup Active Recovery On-Block Invuln
50 High none

Jump and punish.

If you jump over one of Enchantress' attacks, this will let you punish quite quickly, launching her away far enough to be safe when recovering from Doll Hit DNFD Doll Hit Icon.png. However its range is extremely short, making it difficult to hit.

Awakening Moves

Forest of Dolls

AS

Damage Guard Startup Active Recovery On-Block Invuln
400 Mid 2+16 -48 none
  • Placeholder

Colors

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

Navigation

Enchantress
Ambox notice.png To edit frame data, edit values in DNFD/Enchantress/Data.