DNFD/Movement: Difference between revisions

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===Conversion Cancel===
===Conversion Cancel===
Can only be activated when you have white life remaining by pressing {{clr|2|B}}+{{clr|3|S}}. Consumes all remaining white life on activation. Can be done after skills or normals.
Can be performed by pressing {{clr|B|B}}+{{clr|S|S}} while in a neutral state or during most moves when the character has any amount of white health. Consumes all remaining white health plus a small amount of extra health on activation to cancel the character's current action and restore MP. The more health is consumed, the more MP is restored. Cannot be done while blocking or after throws, some MP Skills, and Awakening Skills.


== Navigation ==
== Navigation ==
{{#lst:DNFD/Navigation}}
{{#lst:DNFD/Navigation}}

Revision as of 09:11, 30 June 2022

Ground Movement

Walking

Hold 6 or 4 while standing on the ground.

Walking is the most basic movement option, and is the slowest way to move while presenting the least risk. Walking can freely and immediately cancel into any action-- including blocking, making it useful when baiting and whiff punishing moves or while spacing attacks during combos and pressure while minimizing risk.

Running

6 6 while standing on the ground.

Running moves your character forward faster and more effectively compared to walking.

Backdash

4 4 while standing on the ground.
Backdash to quickly move away from the opponent.

Roll

6+G while standing on the ground.

(See: Roll for detailed explanation on Rolls.)

Rolls move your character forward while avoiding attacks, but are vulnerable to throws.


Air Movement

Jumping

7/8/9 while grounded to jump in that direction.

Prejump

Landing Recovery

Cancels

Cancels are the act of canceling one move into another. Usually this requires that the first move makes contact with the opponent. Cancels are commonly used to make combos and blockstrings.

Gatling Combination

Many normal moves can cancel into other normals. This is known as a Gatling Combination, or Gatling for short.

Gatling combinations vary character to character but most characters have these gatlings:

  • A > A
  • A > B
  • A > 2B
  • 2A > B
  • 2A > 2B
  • 5B > 2B

Check each character's Frame Data page for any specific gatlings available for them.

Special Cancel

Most normal moves can be canceled into Skills and MP Skills. Skills and MP Skills canceling into each other varies widely by character.

Jump Cancel

Some Skills can be jump canceled.

Conversion Cancel

Can be performed by pressing B+S while in a neutral state or during most moves when the character has any amount of white health. Consumes all remaining white health plus a small amount of extra health on activation to cancel the character's current action and restore MP. The more health is consumed, the more MP is restored. Cannot be done while blocking or after throws, some MP Skills, and Awakening Skills.

Navigation