DNF Duel Wiki
Move List
Gallery


Animation
Command Input
Description
Regular Moves
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A quick shot using a handgun.
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2 shots using a pair of handguns.
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+
A low shot using a handgun.
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while airborne
A quick shot using a handgun, moving backwards from the recoil.
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(Hold to extend the attack)
Blasts the opponent with a flamethrower. Holding the button extends the attack, launching the opponent on the 14th - and final hit.
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+
Tosses a grenade, launching the opponent on contact; has 2 second timer otherwise.
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while airborne
Fires diagonally downwards with a Gatling gun, knocking the opponent down.
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near opponent
Bashes her opponent with a swinging uppercut using a handgun, then kicks them away.
Animation
Name
Command Input
Description
Skills
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Steyr AMR
JP: - シュタイア対戦車砲 (Shutaia Taisenshahō; Steyr Anti-tank Cannon)
KR: -
CH: -
Fires the Steyr AMR to the front. This is a Projectile attack. Has a low firing point, making this move good for hitting opponents on the ground and as a pressuring tool from a distance.
???
FM-31 Grenade Launcher
JP: - FM-31 グレネードランチャー (Efu Emu Sāti-wan Gurenēdo Ranchā)
KR: -
CH: -
+
Fires a grenade diagonally forward. This is a Projectile attack. Lower your stance and take advantage of this to pressure airborne opponents. This move is also suitable for connecting combos.
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Cannon Ball
JP: - キャノンボール (Kyanonbōru)
KR: -
CH: -
+
Fires a cannonball to the front. This is a Projectile attack. Can be used to easily target airborne opponents due to its high firing point, and is also good for applying pressure from a distance.
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Spriggan
JP: - スプリガン (Supurigan)
KR: -
CH: -
+
Slides and assaults the hit opponent with a Hand Cannon. Cannot be guarded against while standing. Knocks down the opponent. Aims for the feet quickly from a distance, making this move good for catching opponents off guard and finishing combos.
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Laser Rifle
JP: - レーザーライフル (Rēzāraifuru)
KR: -
CH: -
while airborne
Fires an aimed shot with a Laser Rifle diagonally downwards while airborne. This is a Projectile attack. Also hits downed opponents. Forces opponent knock down. Can be used to attack while readjusting the timing of your landing, and is easy to use as a ground-pressuring tool or as a combo finisher.
Animation
Name
Command Input
MP Cost
Description
MP Skills
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Charge Laser Rifle
JP: - レーザーライフル充填 (Rēzāraifuru Jūten; Laser Rifle Reloaded)
KR: -
CH: -
30 Fires a high-powered aimed shot with a Laser Rifle to the front. This is a Projectile attack. Can quickly take control of a far-off position. Easy to use for applying pressure or to finish a combo.
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BBQ
JP: - バーベキュー (Bābekyū)
KR: -
CH: -
/ +
60
Fires up at a close opponent and riddles them with a Gatling gun. Hits a knocked downed opponent. Briefly become Invulnerable at the start of the move. Good as a counter or for shooting down airborne opponents. However, this move must be used with caution as you will be left vulnerable upon missing or being guarded against.
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X-1 Extruder
JP: - X-1エキストルーダー (Ekusu-wan Ekisutorūdā)
KR: -
CH: -
/ +
70 Fires concentrated energy powerful enough to distort space. This is a Projectile attack. Hits a knocked downed opponent. The energy bullet sucks in its surroundings as it shoots forth, making it good for pulling in opponents and for applying pressure. Also good for continuing combos.
???
FM-92 mk2 Lancer
JP: - FM-92 mk2ランサー (Efu Emu Nain Tsū Māku Tsū Ransā)
KR: -
CH: -
/ +
35 Fires a special bullet diagonally upwards that divides and pours down to the ground in a radial shape after a certain amount of time. This is a Projectile attack. Hits a knocked downed opponent. Special bullets will not disappear even if the Launcher is attacked. Good as a starting move while attacking or shooting down an approaching opponent.
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Quantum Bomb
JP: - 陽子爆弾 (Yōshi Bakudan)
KR: -
CH: -
while airborne
90 Requests supporting fire at the opponent's position with a Quantum Bomb. This is a Projectile attack. Knocks down the opponent. Hits the opponent, even when knocked down. There is a delay for the quantum bomb to hit, and it will not disappear even if the Launcher is attacked, allowing you to pressure the opponent. Also, additional actions can be made again while airborne after this move is used.
Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
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Gold Cube - Alpha Support
JP: - アルファサポート (Arufasupōto)
KR: -
CH: -
Automatically activates at 30% health
All MP Skills become capable of canceling any other MP Skill. Additionally increases passive MP recovery speed. Dominate the battlefield with an arsenal of wide-range, heavy weaponry.
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Clear Cube - Overheat
JP: - 制限解除 (Seigen Kaijo; Restriction Release)
KR: -
CH: -
Automatically activates at 50% health
Damage inflicted when guarded is greatly increased. Damage inflicted when hit is increased. Guard Gauge damage inflicted increased. Can inflict large amounts of damage by exploiting even the slightest opportunities, allowing for a more aggressive game plan using MP skills. Use a variety of heavy firearms to chip away at your opponent's HP.
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Ancient Trigger
JP: - エンジェントトリガー (Enshentotorigā)
KR: -
CH: -
Launcher's ultimate move. Hits the opponent, even when knocked down. Strikes forward forcefully with your gun. Upon hit, the Ancient Trigger will attack the opponent. Make sure to use this move in crucial moments as your Awakening will be deactivated upon usage.