DNF Duel Wiki
Move List


Animation
Command Input
Description
Regular Moves
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A straight punch.
???
A one-two combo.
???
+
A low straight punch.
???
while airborne
A body blow/straight combination.
???
An upper/overhand combination.
???
+
A low lariat, tripping the opponent.
???
while airborne
A low straight punch.
???
near opponent
Throws his opponent up, then blasts them away with a strong straight punch.
Animation
Name
Command Input
Description
Skills
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Heavenly Combination
JP: - ヘブンリーコンビネーション (Hebunrīkonbinēshon)
KR: -
CH: -
Takes a step closer and attacks with a hook. Can be used for combos and to link attacks at close range. Puts heavy pressure on the opponent when chained.
???
Heavenly Combination (Second)
JP: - ヘブンリーコンビネーション (2回目)(Hebunrīkonbinēshon (Nikaime))
KR: -
CH: -
After Heavenly Combination:
Continues with an additional hook. Can be used for combos and to link attacks at close range.
???
Heavenly Combination (Third)
JP: - ヘブンリーコンビネーション(3回目)(Hebunrīkonbinēshon (Sankaime))
KR: -
CH: -
After Heavenly Combination (Second):
Takes a step closer and attacks with a straight punch. Can be used for combos and to link attacks at close range.
???
Second Upper
JP: - セカンドアッパー(Sekandoappā)
KR: -
CH: -
+
After delivering a downward blow, continues with an upper. Useful when connected to a combo, as opponents are launched.
???
Ducking Dash
JP: - ダッキングダッシュ (Dakkingudasshu)
KR: -
CH: -
+
Advances while bent over. Can be chained into various attacks with additional commands. Becomes Invulnerable to projectiles while moving. It can be used to link attacks as a means of rapid approach.
???
Ducking Straight
JP: - ダッキングストレート (Dakkingusutorēto)
KR: -
CH: -
During Ducking Dash: +
Unleash a straight punch from Ducking Dash. Becomes Invulnerable to projectiles immediately after chaining. Can be used as a surprise attack performed while rushing forward.
???
Ducking Upper
JP: - ダッキングアッパー(Dakkinguappā)
KR: -
CH: -
During Ducking Dash: +
Unleash an upper from Ducking Dash. Becomes Invulnerable to projectiles immediately after chaining. Useful when connected to a combo, as opponents are launched.
???
Ducking Body Blow
JP: - ダッキングボディーブロー (Dakkingubodīburdō)
KR: -
CH: -
During Ducking Dash: +
Unleashes a body blow from Ducking Dash. Becomes Invulnerable to projectiles immediately after chaining. Has a slow start-up but doesn't leave Monk vulnerable for long and can deliver heavy damage on hit.
???
Sway
JP: - スウェー (Suu~ē)
KR: -
CH: -
+
Moves backwards rapidly. Can be chained into Chopping Hammer with an additional command. Becomes Invulnerable to projectiles while moving. As the movement allows for evading an opponent's attacks, this technique can be utilized as an aggressive counter.
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Sidewind
JP: - サイドワインド (Saidowaindo)
KR: -
CH: -
while airborne
Unleashes a downward diagonal hook from the air. Pulls the opponent closer on hit. Cannot be guarded against while crouching. Has long reach and can be used to poke from the air.
Animation
Name
Command Input
MP Cost
Description
MP Skills
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Big Bang Punch
JP: - ギッグバンパンチ (Biggubanpanchi)
KR: -
CH: -
50 Unleashes a powerful straight punch during a bold charge. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Becomes Invulnerable to projectiles once this technique is in progress. Knocks down the opponent. As this technique allows Monk to launch a sudden attack on a distant opponent, it makes for a strong ground-level surprise offensive.
???
Corkscrew Blow
JP: - コークスクリューブロー (Kōkusukuryūburō)
KR: -
CH: -
/ +
50 Conjures a tornado by rapidly spinning his arms, then follows with a powerful downward punch. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. The tornado is a Projectile attack. Suitable for intercepting counters and knocking down airborne opponents. However, this attack will leave Monk wide open if it misses or is blocked, so use with caution.
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Atomic Chopper
JP: - アトミックチョッパー (Atomikkuchoppā)
KR: -
CH: -
/ +
60 Follows an uppercut with a rapid downward blow. Stage two hits the opponent even when they're knocked down. Stage two knocks down the opponent. Useful when connected to a combo, as it binds the opponent.
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Gatling Punch
JP: - ガトリングパンチ (Gatoringupanchi)
KR: -
CH: -
/ +
70 Unleashes a flurry of punches with both fists, then finishes with a strong downward strike. The final stage of the attack hits the opponent even when they're knocked down. The final stage of the attack knocks down the opponent. This technique can be used both in combos and to link attacks at close range.
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Big Bang Punch (Airborne)
JP: - ギッグバンパンチ(空中)(Biggubanpanchi (Kūchū))
KR: -
CH: -
while airborne
40 Unleashes a powerful straight while charging from the air. The opening after landing can be canceled with Ducking Dash or Sway. Hits the opponent even when they're knocked down. Knocks down the opponent. Very effective when utilized as a surprise attack from the air, it also allows Monk to launch an attack from over the opponent's guard.
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Demolition Punch
JP: - デモリションパンチ (Demorishonpanchi)
KR: -
CH: -
During Ducking Dash:
75 Launches the opponent with a powerful uppercut. Becomes Invulnerable to projectiles until the attack starts. Can be used to attack while rushing forward during Ducking Dash. It is also useful when connected to a combo, as opponents are launched.
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Chopping Hammer
JP: - チョッピングハンマー (Choppinguhanmā)
KR: -
CH: -
During Sway:
70 Slams fist down, generating a shockwave and smashing the opponent. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Hits the opponent, even when knocked down. Cannot be guarded against while crouching. The shockwave knocks down the opponent. The shockwave is a Projectile attack. After using Sway to drop back and gain some distance, this technique can be utilized to catch the opponent off guard.
Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
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Gold Cube - One True Justice
JP: - 一つの正義 (Hitotsu no Seigi)
KR: -
CH: -
Automatically activates at 30% health
Allows all normal abilities and skills to be canceled with Ducking Dash or Sway, even if they miss. MP Skills can also be canceled with Ducking Dash or Sway when they are hit or blocked. Additionally, the amount of damage inflicted when landing attacks increases. Monk can use the power of his overwhelming rush to break through the opponent's defense.
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Clear Cube - Deathblow
JP: - デスブロー (Desuburō)
KR: -
CH: -
Automatically activates at 50% health
Increases damage dealt when landing attacks, and decreases damage taken from attacks when hit. Additionally, movement speed and passive MP recovery speed all increase. By bolstering Monk's ability to apply close-range pressure, he can corner opponents more easily, even from above their guard.
???
Execution of Justice: Holy See of Lemidios
JP: - 正義執行:レミディオスの聖座 (Seigi Shikkō: Remidiosu no Seiza)
KR: -
CH: -
Monk's ultimate move. Summons a gauntlet from the Holy See of Lemidios, then wields it to unleash a devastating blow. Hits the opponent even when knocked down. Using this skill deactivates Monk's Awakening, so be sure to utilize it at the right moment.