DNF Duel has sixteen playable characters, each contributing their own unique and chaotic twist on the game's fast-paced combat system. Dragon Knight is an excellent example of how charactership is enhanced, as she has the possibility to send her adorable dragon companion, Astra, into battle to help her extend combos, create pressure, and even more.
Dragon Knight has the ability to exert pressure from anywhere and mix opponents up with quick and difficult-to-read overheads. However, as much as she is fierce, she is quite difficult to pick up, which is her biggest drawback.
Dragon Knight Overview
Dragon Knight is among the most unique characters in combat, partly due to her dragon buddy, Astra, and her ability to pause and quickly roll across the stage to avoid danger, close the gap, or land an instant overhead. However, unlike most mix-up and pressure-focused characters in combat games, she can be a bit overwhelming to try and pick up newcomers, as she has a variety of skills that you must be constantly using when it comes to getting the most out of her.
This isn't to say that beginners should not play her, but that learning how to properly weave in Astra and extend combos will take a while longer with someone like Dragon Knight, as opposed to some of the other options you have. Still, what she offers gives her the potential to be an exceptional character with tons of potential, which is always exciting.
Before proceeding on, make sure you understand the DNF Duel terminology and annotations well. The chart below will be referring to several in-game phrases throughout the guide, so it'd be better to brush them up regularly so you'll avoid confusion!
|Command Name||Command Display|
|JumpJump refers to any of the three "up" commands.||789/|
Dragon Knight Special Moves
Special Moves in DNF Duel are quite powerful, and they will help you set combos up or extend them further, thus making them more successful, and they will (usually) cost no time or downside.
"Lethal Punto," a dragon Knight's 5S strategy that acts as a long-range poke and is an excellent way to keep your opponent in a blockstring due to its safety on the block, which includes significantly more damage and range, and is also safer on block, making it one of the finest skills available.
If the charged Punto hits your target, it will destroy the walls and cause your target to fall into a tough knocked-down state, allowing you to follow up with other attacks if you are quick enough. This version is also often used in corner combos to prolong them and deal excessive damage.
Next up, we'll be focused on arguably the two most powerful Special Moves Dragon Knight has at her disposal: her "Shield Uppercut" and "Finish!" actions. Shield Uppercut is her 2S action and her traditional launcher ability, helping set combos up by knocking her opponent high into the air, and permitting her to follow up with a few other actions. This action is usually canceled into from her standard 5B and will almost always be followed up with Finish!
Finish! is a classic in which a Dragon Knight leaps into the air with enormous force before returning to the ground. Finish! is her 4S Special Move and is almost always used to extend your combo after performing Shield Uppercut. Finally, you may cancel into every ground-based Special Move following Finish!'s second hit, allowing you to deal even more damage than previously.
Sky Break is Dragon Knight's anti-air, and it's a really good one at this. This action is accomplished by putting 6S and will launch Dragon Knight at a sharp angle with tremendous speed, force, and momentum. Furthermore, the unique recovery options available by Sky Break make it a relatively safe move to toss out, as you can go for overheads, and bait your opponent.
Finally, our last standard Special Move is Dragon Knight's Jump S action, "Knuckle Blaster," which is the only standard Special Move Dragon Knight can access while airborne, but it's a powerful and essential one. If your opponent blocks the attack, you may dash through the air and hit your opponent with Jump A to start a combo. Moreover, if your opponent blocks the attack, you may still climb through the air and attempt to land a falling overhead. This will result in other attacks.
Knuckle Blaster is a vital part of Dragon Knight's game strategy. It allows her to keep excessive pressure on her opponent while attempting to sneak in overhead jumps to open her target up and finish strong with a combo. This is only half the battle, as Dragon Knight has access to excellent MP Special Moves that add to mind-games, pressure, and overall swift decision-making.
Dragon Knight MP Special Moves
MP Special Moves are a skill that requires Mana to be used throughout every round of a match, so you will not be able to perform any of these tasks until it restores. Below are Dragon Knight's MP Special Moves (Mana Skills), their uses, and how you should utilize them in your combo strings!
"Dragon Wing" was already discussed a few times in the section above, but it cannot be underestimated how vital this action is to Dragon Knight and her survival on the battlefield. This action is accomplished by using the command Jump MS, which will have Dragon Knight sprout the wings of a dragon and hover in place. Once in this state, you now have several options:
- Dash Forward (6MS): Dashing Forward will swiftly send Dragon Knight roughly half the screen, allowing her to extend aerial combos. This action can be used after hitting an enemy with Knuckle Blaster to continue the attack string, get in on an enemy quickly, or even whenever you're very low to the ground for instant overheads.
- Dash Backward (4MS): Dashing Backward is Dragon Knight's get out of jail free card as it launches her backward roughly a quarter of the screen with tremendous speed, making it near impossible for her opponent to answer back.
- Cancel Action (5MS): Pressing the MS button a second time without holding forward or backward will cancel Dragon Wing and send Dragon Knight back to the ground. This will be useful whenever you want to stall to bait out an opponent's attack, and dashing in either direction will place you away from them. This way, you can drop on them with an overhead and continue into a combo.
Unfortunately, an ability this powerful does consume lots of Mana, so you can't depend on it too much. Dragon Wing's initial cast costs 30 MP and will gradually drain your MP, and dashing either forward or backward will cost an additional 15 MP. So be absolutely positive this is what you should do before attempting it!
Summoning Astra, the adorable dragon friend of Dragon Knight, has a great potential and is easily her best tool when used correctly. However, this action can ultimately turn away newcomers, as it can be quite challenging to know when and how to weave Astra into your combos, especially in the heat of DNF Duel's off-the-rails matches.
Each of the four general uses used by Dragon Knight is to set up or extend combos depending on how, where, and when Astra executes it. Astra will have to input the command 5MS, which is then followed up with three additional inputs to change what Astra performs: A (Dragon Force), B (Dragon Breath), and S (Dragon Fang). For more information, please use the following table.
|Summon Astra||5MS||Astra flies towards the enemy before stopping near them and releasing a damaging shockwave with the attack potency of 60.If the enemy hits Astra before they reach their destination, Astra will return to Dragon Knight. This is an excellent way to force enemies into hitting Astra so that you can counter-attack them.||50|
|Dragon Force||5MS+A||Astra breathes three fireballs in a controlled pattern that travels across the entire stage, dealing 80 damage per fireball.This action is useful during corner combos and long-range pressure, but it is ultimately the worst Astra Action because it is highly situational.||70 (total)|
|Dragon Breath||5MS+B||Unlike Dragon Force, Dragon Breath has Astra shoot one super-charged fireball across the entire stage that takes the shape of a dragon and can deal up to 225 damage if the entirety of the attack hits the enemy.This allows Dragon Knight to extend mid-screen combos, set up corner combos, and even catch enemies off-guard if Astra ends up behind them, as they will have to block in anticipation, opening them up to an overhead. Dragon Breath is the best Astra has to offer.||80 (total)|
|Dragon Fang||5MS+S||Astra flies at the enemy before spinning around with tremendous force, becoming invincible until the attack is over. If Astra hits the opponent with each spin-attack, they can deal up to 240 damage.Dragon Fang is used primarily for extending corner combos and for keeping pressure on your opponent who may be in a block-stun is stuck in an awkward situation. While Dragon Breath is more useful in the long run, Dragon Fang will deal tremendous amounts of damage with the proper corner setup.||90 (total)|
The DP (Dragon Punch) of Dragon Knight is unavoidable on startup and allows her to get rid of many difficult situations and even extend combos. While this is a great defensive tool, you should use it responsibly, as whiffing with it will leave you vulnerable, opening you up to a potentially deadly combo. We recommend using this technique sparingly and only when necessary, as your opponent may easily bait it if you are not relying on it too much.
Dragon Smash requires 60 MP to play and can hit your opponent twice, with each hit dealing 80 damage. However, if it's blocked, you will be negative for the next 44 frames, meaning you'll likely be lit up by a conscious opponent.
Dragon Smash can be performed in two ways: 2M or 623M (M). Your MP will be regenerated faster with the complete motion controls, but there is no other advantage.
If your opponent is hitting Astra, then this is a useful Mana Skill to use. Moreover, Dragon Warrior Princess is a great action against opponents who out-range you in most situations, giving you a fighting chance. Departing from a far-reaching slash, you may capitalize on follow-up attacks and positioning.
The game's multiplayer capacity is 40, with the damage potency coming in at 120. While this action is negative by eight frames on block, it shouldn't matter too much. Make sure you avoid using it too close to your opponent if there is a possibility they may block it.
The input steps for Dragon Warrior Princes are 6M or 236M (M). This way, you can regenerate your MP faster and without having to worry about any other benefits.
With one of Dragon Knight's finest moves, the "Biting Dragon," it is a hitgrab that usually comes at the tail end of a combo or can be used to prevent an over-egregious opponent from charging in or spamming attacks. Biting Dragon costs 50 MP and deals 100 damage.
In the second step, enter either of the following inputs: 4M or 214M (M). Your MP will be improved faster thanks to the full motion controls.
Dragon Knight Awakening Skill And Effect
The Awakening Skill and Passive Effect, which act as the game's "comeback mechanic," will be revealed until you drop to 30 percent HP, according to closing the guide.
The entire spectrum of Dragon Sortie, essentially, gives you a long-range Super Attack that follows a huge dragon's death laser from above the stage, followed by a meteoric slash to deliver the finishing blow. This Awakening Skill, however, is incredible to watch, and has caused a huge 400 damage. All you need to do is press the button you have assigned to AS to activate it!
Finally, let's conclude the story by talking about Dragon Knight's Passive Effect, which she uses both passively and on hit, which is huge-beneficial for her playstyle. Dragon Knight is one of the more Mana-hungry characters in this game, and getting MP back at twice the rate is a game changer. Astra is also able to combine more MP Special Moves.