DNFD/Enchantress

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Overview
Overview

A witch from the Forest of Dolls that manipulates cursed dolls. She uses a variety of ranged attacks and MP stealing Skills to harass her opponents, which simultaneously controlling her doll Madd. While Awakened, MP consumed while controlling Madd is reduced, allowing it to be controlled for longer periods of time.

 Enchantress  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: Enchantress can uniquely pressure the opponent by draining the opponent's mana on hit with certain moves
  • Small: 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.
  • Unblockable Setup: Thanks to the Doll Hit state granted by her command grab, Enchantress has access to genuine unblockable setups in the corner that lead to high damage.
  • 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 safe pokes to keep her safe.
  • MP Countdown: During Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage-, 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.

Madd is an enchanted doll that follows Enchantress. When Showtime!DNFD Enchantress 5M.pngGuard-Startup0Recovery20Advantage- 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-Startup0Recovery20Advantage- or And, Scene! 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.

Landing Enchantress' Keep Away!DNFD Enchantress 214M.pngGuardThrowStartup18Recovery40Advantage- command grab will inflict the Doll Hit debuff for approx. 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.
Enchantress
DNFD Enchantress Portrait.png
Health:900
Guard Gauge:950
MP Regen Rate:15
Prejump:4
Backdash:26F
Unique Movement Options:Teleport Dodge
Enchantress
DNFD Doll Hit Icon.png Doll Hit

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

Dodge

Guard Cancel

Special Moves

Rose Vines

Madd, it's Time to Dance!

Lantern Firebomb

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
Lantern Firebomb Level 1 78 Mid 15~25 Travel + 10 47 -26 none
Lantern Firebomb Level 2 94 Mid 26~35 Travel + 10 44 -20 none
Lantern Firebomb Level 3 110 Mid 36~44 Travel + 10 42 -16 none
Lantern Firebomb Level 4 126 Mid 45 Travel + 10 40 -10 none
  • Placeholder
Version Proration On-Hit Guard Damage MP Gain Level
6S 80%, 90% +19 10, 50 2, 2 4, 3
6S 80%, 90% +24 10, 60 3, 3 4, 3
6S 80%, 90% +28 10, 70 3, 3 4, 3
6S 80%, 90% +73 10, 100 4, 4 4, 3
No results

Destiny Puppet

Aerial Lantern Firebomb

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
Aerial Lantern Firebomb Level 1 78 Mid 15~25 Travel + 10 Falling + 10 -26~-12 none
Aerial Lantern Firebomb Level 2 94 Mid 26~35 Travel + 10 Falling + 10 -20~-6 none
Aerial Lantern Firebomb Level 3 110 Mid 36~44 Travel + 10 Falling + 10 -16~-2 none
Aerial Lantern Firebomb Level 4 126 Mid 45 Travel + 10 Falling + 10 -10~+4 none
  • Placeholder
Version Proration On-Hit Guard Damage MP Gain Level
j.S 80%, 90% +19~+33 10, 50 2, 2 4, 3
j.S 80%, 90% +24~+38 10, 60 3, 3 4, 3
j.S 80%, 90% +28~+42 10, 70 3, 3 4, 3
j.S 80%, 90% +73~+87 10, 100 4, 4 4, 3
No results

MP Special Moves

Showtime!

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.
- - 0 - 20 - none 10

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.

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

  • Drains Enchantress' MP over time while active.
  • Showtime does not end when Madd is hit by the opponent"
  • Can be Kara canceled into. When Kara cancelling airborne Special moves into Showtime!, Enchantress' air momentum will be overwritten, allowing for fast falling.
Proration On-Hit Guard Damage MP Gain Level
- - - - -
No results

And, Scene!

Madd the Guard

Madd Mad Slash

Curse of Terror Bear

Terrible Roar

Harvest

Keep Away!

Awakening Moves

Forest of Dolls

5A

j.A

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