DNF Duel Wiki
Move List


Animation
Command Input
Description
Regular Moves
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A backhand punch.
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A roundhouse kick.
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+
A low kick.
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while airborne
A reverse straight kick.
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A spinning Tetsuzanko.
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+
A low, spinning sweep attack using his chain.
???
while airborne
A high kick.
???
near opponent
Drops his opponent to the floor, smashes their face with two punches, then kicks them away.
Animation
Name
Command Input
Description
Skills
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Net Throw
JP: - 網投擲 (Ami Tōteki)
KR: -
CH: -
Casts a net ahead, then drags the captured opponent closer. This is a Projectile attack. Its wide range is useful for pressuring and combo execution.
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Ground Tackle
JP: - グラウンドタックル (Guraundo Takkuru)
KR: -
CH: -
+
Charges forward as if sliding across the ground. Cannot be guarded against while standing. Hits the opponent even when knocked down. Opponents are knocked down, except during the final stage of the attack. As this technique can be used to attack opponents from a distance while closing the gap, it works both mid-combo and as a surprise attack.
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Sand Splash
JP: - サンドスロワー (Sando Surowā; Sand Thrower)
KR: -
CH: -
+
Kicks some sand up and at your opponent. This is a Projectile attack. Useful to pressure opponents some distance away.
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Needle Spin
JP: - ニードルスピン (Nīdoru Supin)
KR: -
CH: -
+ (Press repeatedly to increase number of hits)
Spins while flinging needles throughout the area. Press the button repeatedly to continue spinning and increase the number of attacks. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. As this ability can continue for a long time while taking hits from the opponent, it can make for an excellent surprise attack.
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Chain Jack
JP: - チェーン・ジャック (Chēn Jakku)
KR: -
CH: -
while airborne
Attacks from the air by launching a chain downwards diagonally. Cannot be guarded against while crouching. Pressure opponents below with this long reach, cascading attack.
Animation
Name
Command Input
MP Cost
Description
MP Skills
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Blood Rage Chain
JP: - 狂爆血絲 (Kyōbaku Ketsu Ito; Crazy Explosion Blood Thread)
KR: -
CH: -
during Frenzy
50
Swings a chain repeatedly before finally slamming it against the ground. Knocks down the opponent. From the second hit onwards, hits the opponent even when knocked down. The long range of this ability allows you to control your opponent's movements from a distance.
???
Explosive Hook
JP: - ホールドボム (Hōrudo Bomu; Hold Bomb)
KR: -
CH: -
/ +
70
Kicks the opponent up with an explosive follow up. Briefly becomes Invulnerable at the start of the move. This technique is suitable for intercepting counter attacks and knocking down airborne opponents. However, this attack will leave Brawler wide open if it misses or is blocked. So exercise with caution. This technique inflicts the Incinerate status when it connects.
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Road to Hell
JP: - ロード・トゥー・ヘル (Rōdo Tū Heru)
KR: -
CH: -
/ +
90
Summons three rolling steel barrels. As the barrels roll, they can both collide with your opponent. They will also explode after a certain amount of time has passed or if you attack them. This is a Projectile attack. Hits the opponent even when knocked down. Aside from being a powerful attack, the barrels' explosion can also inflict the Incinerate status.
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Cave-in
JP: - 裂空火雨 (Rekkū Ka-u; Rending Sky Fire Rain)
KR: -
CH: -
/ +
70
Throws a chain upwards to pull down boulders from above. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. The boulders are classed as a Projectile attack. The boulders force opponent knockdown. The boulders hit the opponent even when knocked down. This technique can be used in combos and to link attacks. It can also stop your opponent's offense.
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Venom Mine
JP: - ベノムマイン (Benomu Main)
KR: -
CH: -
while airborne
60
Kicks a poison-rigged mine while airborne, sending a poison cloud downwards diagonally. This is a Projectile attack. Forces opponent knockdown. Hits the opponent even when knocked down. Good for pressuring opponents from above and finishing combos, the move will also inflict the Poison status.
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Poison
JP: - 毒やられ (Doku yarare)
KR: -
CH: -
Activates when hit with Venom Mine.
N/A
Activates upon landing a hit with Venom Mine. Inflicts continuous damage on the affected opponent. This effect lasts longer than Incinerate.
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Incinerate
JP: - 燃焼やられ (Nenshō yarare)
KR: -
CH: -
Activates upon landing an explosive attack.
N/A
Activates upon landing a hit with Road to Hell's explosion or Explosive Hook. Inflicts continuous damage on the affected opponent. This effect is shorter than Poison.
Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
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Gold Cube - Rule Break
JP: - ルールブレイク (Rūru Bureiku)
KR: -
CH: -
Automatically activates at 30% health
All MP Skills become capable of canceling any other MP Skill, and Poison/Incinerate abilities are strengthened. Additionally, the amount of damage inflicted when landing attacks is increased.
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Clear Cube - Picaresque
JP: - ピカレスク (Pikaresuku)
KR: -
CH: -
Automatically activates at 50% health
Depleting the opponent's Guard Gauge becomes easier, and MP recovers more quickly. Additionally, the damage taken from attacks and the Guard Gauge lost when guarding against attacks are both reduced.
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Upgraded Poison Mine: Firelock
JP: - 改造型破陣砲:蓮花 (Kaizōgata Hajinhō: Renge; Modified-type Destruction Formation Cannon: Lotus)
KR: -
CH: -
Brawler's ultimate move. Brawler fiercely bludgeons his opponent with a club wrapped in explosives, triggering catastrophic explosions across a massive area. Using this skill deactivates Brawler's Awakening, so be sure to utilize it at the right moment.