DNF Duel Wiki
Move List


Animation
Command Input
Description
Regular Moves
???
A quick jab.
???
A second jab.
???
+
A low kick.
???
while airborne
A quick jab.
???
An overhand punch.
???
+
A slide kick.
???
while airborne
A diagonal kick.
???
near opponent
Launches her opponent with a high kick, then jumps up to kick them down.
Animation
Name
Command Input
Description
Skills
???
Tiger Chain Strike
JP: - 虎迅連撃 (Kojin Rengeki; Tiger Quick Combination)
KR: -
CH: -
Briefly pull back your upper body, then tackle forward with the momentum. Easy to use for pressuring. If used skillfully, this can be used as a counter attack while evading an opponent's attack.
???
Tiger Chain Strike (2nd)
JP: - 虎迅連撃(2段目)(Kojin Rengeki (Nidanboku); Tiger Quick Combination (Second Step))
KR: -
CH: -
after Tiger Chain Strike
A 2-string attack move with an elbow strike leading into a punch. This move is easy to hit confirm, making it good for combo execution.
???
Muse's Uppercut
JP: - ミューズアッパー(Myūzu Appā; Muse Upper)
KR: -
CH: -
+
Step forward while delivering an uppercut. Good as an anti-air move as well as for combo execution.
???
Crushing Fist
JP: - 崩拳 (Hōken)
KR: -
CH: -
+
Advance forward and follow up with a punch. Use to quickly close the gap with your opponent and start your offense.
???
Low Kick
JP: - ローキック (Rō Kikku)
KR: -
CH: -
+
Strike forward with a precise low kick. Cannot be guarded against while standing. Hits the opponent, even when knocked down. Primarily used for combo execution or for adding variation to your attack combinations.
???
Air Walk
JP: - コンドルダイブ (Kondoru Daibu; Condor Dive)
KR: -
CH: -
while airborne
An aerial attack that plunges diagonally down. Hits the opponent, even when knocked down. Utilize the trajectory change to reach the ground quickly and commence your offense.
Animation
Name
Command Input
MP Cost
Description
MP Skills
???
Shadowless Kick
JP: - 無影脚 (Mueikyaku; Shadowless Leg)
KR: -
CH: -
35
An advancing 3-string kick. The first kick cannot be guarded against while standing. The first kick hits the opponent even when knocked down. Use to quickly pressure a guarding opponent. This move is difficult to punish even after being successfully guarded.
???
Rising Fist
JP: - ライジングナックル (Raijingu Nakkuru; Rising Knuckle)
KR: -
CH: -
/ +
50
Leap directly up with an uppercut. 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.
???
Mountain Pusher
JP: - 鉄山靠 (Tetsuzankō; Iron Mountain Lean)
KR: -
CH: -
/ +
50
Advances forward for a long distance to assault the opponent. Becomes Invulnerable to Projectiles upon use. Can forcefully approach opponents that are at a distance, making this a good opening move for an offense.
???
One Inch Punch
JP: - 発勁 (Hakkei; Energy Release)
KR: -
CH: - 発勁 (Fā jìn)
/ +
50
Strike forward a short distance with your fist infused with your fighting spirit. Knocks down the opponent. Can move first even after being guarded, and greatly depletes the Guard Gauge.
???
Tornado Kick
JP: - 疾風脚 (Shippūkyaku)
KR: -
CH: -
while airborne
30
An aerial 3-string kick. Knocks down an airborne opponent. Useful to chain combos or as a combo finisher, and lets you move first even after being guarded.
Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
???
Gold Cube - Unchained Strike
JP: - リミットブレイク (Rimito Bureiku; Limit Break)
KR: -
CH: -
Automatically activates at 30% health
Can use MP skills to cancel other MP skills even on MP skill whiff. Redefine the situation by diving sharply toward the opponent with more power.
???
Clear Cube - Power Fist
JP: - 強拳 (Gōken; Strong Fist)
KR: -
CH: -
Automatically activates at 50% health
Minimum damage per attack is increased. Damage when combos are hit/guarded increased. Guard Gauge damage inflicted is increased. Ramps up your combo damage, enabling you to inflict high damage even in the smallest of opportunities. Become victorious by landing combos in all situations.
???
Empress's Climactic Fist
JP: - 極尽:覇皇断空拳 (Kyokujin: Ha'ō Dankūken; Extreme Exhaust: Supreme Emperor Severing Air Fist)
KR: -
CH: -
Striker's ultimate move. Release your fighting spirit around yourself. Upon hit, unleash the most powerful combination attack in history. Hits the opponent, even when knocked down. Make sure to use this move in crucial moments as your Awakening will be deactivated upon usage.