DNF Duel Wiki
Move List


Animation
Command Input
Description
Regular Moves
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An overhead slash.
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A sweeping scatter of 4 bullets.
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+
A low 3-shot burst.
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while airborne
A rising 3-shot burst.
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A quick overhead slash.
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+
A low slash, tripping the opponent.
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while airborne
A 2-shot burst directly below.
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near opponent
Slashes his opponent to launch them, then knocks them away with a quick burst of bullets along with a slash.
Animation
Name
Command Input
Description
Skills
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Surprise Cut
JP: - サプライズカット (Sapuraizukatto)
KR: -
CH: -
Stabs in front of you in quick succession, then follows up with your odachi and submachine gun. Good for keeping advancing opponents at bay due to its long attack duration
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Dead Lift
JP: - デッドリフト (Deddorifuto)
KR: -
CH: -
+
A two-hit attack that sends forth a low slash, then delivers an upwards slash at the opponent whose stance was broken. This move can pressure both the ground and the air, in that order, and is also good for combo execution.
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Agile Maneuver
JP: - 迅速機動 (Jinsoku Kidō)
KR: -
CH: -
+
Advance while attacking with your odachi and submachine gun. You aim to commence more attacks while quickly closing the gap with your opponent.
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Mighty Strike
JP: - 強打 (Kyōda)
KR: -
CH: -
+
Strike down the opponent with your odachi, as if to split the earth itself. Knocks down the opponent. Hits the opponent, even when knocked down. A move that is easy to use for combo execution and more.
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Dead Six
JP: - デッドシックス (Deddoshikkusu)
KR: -
CH: -
while airborne
After a flashing aerial attack with your odachi, slash vertically with your submachine gun. Slash cannot be guarded against while crouching. Pressure an opponent's guard by changing your trajectory while jumping.
Animation
Name
Command Input
MP Cost
Description
MP Skills
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Final Strike
JP: - 最終の一撃 (Saishū no Ichigeki)
KR: -
CH: -
50 Slashes a wide area ahead with a decimating strike. Good for pulling in airborne opponents and easy to use for applying pressure.
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Bill Drill
JP: - ビルドリル (Birudoriru)
KR: -
CH: -
/ +
70 Evade your opponent's attack with a spin while attacking your surroundings continuously. Briefly become Invulnerable at the start of the move. Good as a counter. However, caution is needed as you are left vulnerable after using this move. Additionally, the first hit can block some Projectiles.
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Caracole
JP: - カラコル (Karakoru)
KR: -
CH: -
/ +
70 A ranged attack that throws your odachi spinning forwards while shooting with your submachine gun. The thrown odachi and submachine gunfire are Projectile attacks. Easy to use for pressuring or combo execution, and you can move first even if this move is guarded.
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Sweep
JP: - 大暴れ (Ōabare; Rampage)
KR: -
CH: -
/ +
50 Lay waste to your surroundings by continuously attacking with your odachi and submachine gun. Deals high damage, and is useful for combo execution or pressuring a guarding opponent.
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Helix Dive
JP: - ヘリックスダイブ (Herikkusudaibu)
KR: -
CH: -
while airborne
50 Barrage your surroundings with slashes and bullets while spinning, then unleash a final strike with all your might. Knocks down the opponent. Good as a pressuring move while airborne and easy to use for combo execution.
Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
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Gold Cube - Battle Command
JP: - 戦術指揮 (Senjutsu Shiki; Tactical Command)
KR: -
CH: -
Automatically activates at 30% health
Shattering Strike (Battle Command) can be used as a chain attack after various MP Skills. Additionally increase passive MP recovery speed. Alert the opponent to your trump card and pressure them smartly.
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Shattering Strike (Battle Command)
JP: - 碧波一閃(戦術指揮)(Aoba Issen (Senjutsu Shiki); Blue Wave Flash (Tactical Command))
KR: -
CH: -
While Battle Command is activated, after MP skills Can be used when Gold Cube, Battle Command, is activated. Delivers 3 instantaneous strikes to overpower the opponent in front. Different from Shattering Strike (Mission in Action). Knocks down the opponent. Can be used to cancel all MP skills. Allows you to attack in moments that are usually impossible, and is easy to use for combo execution.
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Clear Cube - Mission in Action
JP: - 作戦遂行 (Sakusen Suikō; Strategic Execution)
KR: -
CH: -
Automatically activates at 50% health
Shattering Strike (Mission in Action) can be used after charging the MP Skill command for a certain period of time, The ability to deplete the opponent's Guard Gauge, the damage dealt when attacks are guarded, and passive MP recovery speed all increase. Gain the advantage by pressuring the opponent with a powerful offense.
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Shattering Strike (Mission in Action)
JP: - 碧波一閃(作戦遂行)(Aoba Issen (Sakusen Suikō); Blue Wave Flash (Strategic Execution))
KR: -
CH: -
While Mission in Action is activated, hold command for a certain amount of time and then release Can be used when Clear Cube, Mission in Action, is activated. Delivers 3 instantaneous strikes to overpower the opponent in front. Different from Shattering Strike (Battle Command). Knocks down an airborne opponent. The command has to be held for a certain amount of time. A powerful skill that can pressure the opponent hard.
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Dusk Wings
JP: - 黄昏の翼 (Tasogare no Tsubasa; Wings of Twilight)
KR: -
CH: -
Hitman's ultimate move. Stabs his Odachi forward with full force. Upon impact, repeated blows are delivered so quickly that they are invisible to the naked eye. Make sure to use this move in crucial moments as your Awakening will be deactivated upon usage.