DNF Duel Wiki
Move List


Animation
Command Input
Description
Regular Moves
???
A quick jab.
???
A low kick.
???
+
A low backhand.
???
while airborne
A high kick.
???
A mid-level roundhouse kick.
???
+
A low spin kick.
???
while airborne
A diagonal kick.
???
near opponent
Launches his opponent with an arm drag that spins them out, then jumps up to kick them down.
Animation
Name
Command Input
Description
Skills
???
Fling
JP: - ロープリング (Rōpuringu; Rope Ring)
KR: -
CH: -
(Hold to change effect)
Advance forward to grab your opponent, and follow up with a kick. Command Grab attack. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Unlike Standard Grabs, this move can connect with opponents that have been hit.

Charged Effect: Forces opponent knockdown. Damage, advancing distance, and knockback are increased.

???
High Kick
JP: - 蹴り上げ (Keri Age)
KR: -
CH: -
+ (Hold to change effect)
A launching move that delivers an upward roundhouse kick. Good as an anti-air move and for combo execution.

Charged Effect: Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Damage is increased, and lunges forward before executing the attack. Good for advancing forcefully from a distance.

???
Neck Snap
JP: - ネックスナップ (Nekkusunappu)
KR: -
CH: -
+ (Hold to change effect)
A move that restricts the opponent's movement. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. You will have move priority even when guarded against, allowing you to continue attacking and create an advantageous situation.

Charged Effect: Forces knockdown on airborne opponents. Damage is increased, and restricts opponents' movements for a longer duration.

???
Air Steiner
JP: - スパイラルハンマー (Supairaruhanmā; Spiral Hammer)
KR: -
CH: -
+ (Hold to change effect)
Jumps up diagonally feet-first, then sends hit opponents crashing to the ground. Forces opponent knockdown. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Good as an anti-air move and as a combo finisher.

Charged Effect: Damage and knockback are increased.

???
Slam Kick
JP: - ブローストライク (Burōsutoraiku; Blow Strike)
KR: -
CH: -
while airborne (Hold to change effect)
Performs a spinning aerial heel drop. Cannot be guarded against while crouching. Forces opponent knockdown. This move's fast execution is useful for stopping the opponent's actions.

Charged Effect: Greatly increases the damage and area of effect while also making it easier to use when jumping forward.

Animation
Name
Command Input
MP Cost
Description
MP Skills
???
Magnumsault
JP: - マグナムサルト (Magunamusaruto)
KR: -
CH: -
(Hold to change effect)
40
Quickly leaps upwards, then descends from overhead. Hits downed opponents. If you press immediately after, the leap distance is increased.

Charged Effect: Damage and knockback are increased.

???
Seismic Crash
JP: - 金剛砕 (Kongōsai; Adamantine Smash)
KR: -
CH: -
/ +
50
For a short duration, blocks attacks that can be guarded while standing, then counter attacks by slamming the opponent to the ground. Forces opponent knockdown. Blocks attacks that can be guarded while standing for a short duration. Use this move to stop your opponent's offense, while also inflicting damage.
???
Shoulder Tackle
JP: - ショルダータックル (Shorudātakkuru)
KR: -
CH: -
/ + (Hold to change effect)
50
Charges forward while staying low. Become Invulnerable against Projectiles while advancing. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Good for advancing forcefully from a distance.

Charged Effect: Forces opponent knockdown. Damage, advancing distance, and knockback are increased.

???
Break Down
JP: - ブレークダウン (Burēkudaun)
KR: -
CH: -
/ + (Hold to change effect)
70
A grab move that forcefully throws the opponent to the ground. Command Grab attack. Forces opponent knockdown. Become Invulnerable against grabs immediately upon use. Unlike Standard Grabs, this move can connect with opponents that are downed or airborne.

Charged Effect: Damage and knockback are increased.

???
Aerial Break Down
JP: - 空中ブレークダウン (Kūchū Burēkudaun)
KR: -
CH: -
while airborne (Hold to change effect)
70
An aerial grab that throws an opponent and sends them crashing to the ground. Command Grab attack. Forces opponent knockdown. Can hit with opponents that are airborne or that have already been hit, but not those that are crouching.

Charged Effect: Damage and knockback are increased.

Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
???
Gold Cube - Equanimity
JP: - 不動 (Fudō; Unwavering)
KR: -
CH: -
Automatically activates at 30% health
Damage received when hit and White Damage received when guarding are reduced. An MP skill can be used after canceling Seismic Crash or charged MP skills. Due to reduced damage, the overall risk is lowered. Enables powerful attacks by unleashing charged MP skills. Overcome adversity and crush your opponents with a flurry of attacks.
???
Clear Cube - Iron Physique
JP: - 金剛 (Kongō; Adamantine)
KR: -
CH: -
Automatically activates at 50% health
The damage taken from attacks and guarded attacks, and the Guard Gauge lost when guarding against attacks are all reduced. Additionally increases movement speed. Use your strong defense to stay close to the opponent as you wait for an opportunity to strike and turn the tables.
???
Sole Bearer: Quaking Tiger
JP: - 一者伝承:極意震天号 (Ichi-sha Denshō: Gokui Shin Ten-gō; One's Legend: Innermost-Secret Quaking Heavens)
KR: -
CH: -
Grappler's ultimate move. Hold to pull in the opponent with your fighting spirit, then release to execute the ultimate throw. This is a Command Grab. Make sure to use this move in crucial moments as your Awakening will be deactivated upon usage.