DNF Duel Wiki
Move List
Gallery


Animation
Command Input
Description
Regular Moves
???
An outward horizontal slash.
???
An overhead slash.
???
+
A low shotgun shot.
???
while airborne
A horizontal slash.
???
A shotgun shot.
???
+
A low slash, tripping the opponent.
???
while airborne
An overhead slash.
???
near opponent
Slashes his opponent's legs, then blows them up with a mine.
Animation
Name
Command Input
Description
Skills
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Sword Bomb
JP: - ソードボム (Sōdobomu)
KR: -
CH: -
A two-hit move that stabs forth a sword laced with explosives, then causes an explosion. Explosion is a Projectile attack. Good as a poke or for combo execution.
???
Black Crescent
JP: - 弦月斬 (Gengetsu Zan; Half-Moon Slash)
KR: -
CH: -
+
Executes an upward slash with your sword. Effective as an anti-air move or as a combo finisher.
???
G-Bomb
JP: - G-Bomb (Jī Bomu)
KR: -
CH: -
+
Deftly removes the pin of a grenade, then lobs it straight ahead. This is a Projectile attack. Hits the opponent, even when knocked down. After being thrown, the grenade will explode after a short duration or upon coming in contact with an opponent.
???
Swashbuckler's Refreshment
JP: - 歴戦の勝負師 (Rekisen no Shōbushi; Veteran's Gamble)
KR: -
CH: -
+
Drinks an energizing concoction, recovering MP and increasing Attack for a set duration. White Damage will be received upon activation. Attack increasing effect does not stack. Reusing this move will reset the effect duration.
???
Aerial G-Bomb
JP: - G-Bomb(空中)(Jī Bomu (Kūchū))
KR: -
CH: -
while airborne
Deftly removes the pin of a grenade, then lobs it straight ahead. This is a Projectile attack. Hits the opponent, even when knocked down. After being thrown, the grenade will explode after a short duration or upon coming in contact with an opponent.
???
G-Bomb (Upward)
JP: - G-Bomb(上方向) (Jī Bomu (Jōhōkō))
KR: -
CH: -
+ while airborne
Throws a grenade upwards while airborne. This is a Projectile attack. Hits the opponent, even when knocked down. The grenade explodes shortly after being thrown, or upon making contact with the opponent or their projectile.
Animation
Name
Command Input
MP Cost
Description
MP Skills
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Igniting Slash
JP: - バーントゥスラッシュ (Bāntusurasshu; Burnt Slash)
KR: -
CH: -
30 Slashes your opponent with a blade laced with explosives. Knocks down the opponent. Can block some Projectiles. The number of slashes can be adjusted according to the situation, allowing you to keep your opponent wary.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

???
Igniting Slash (2nd Slash)
JP: - バーントゥスラッシュ(2段目)(Bāntusurasshu (Nidanme); Burnt Slash (Second Level))
KR: -
CH: -
during Igniting Slash
15 Slashes your opponent with a blade laced with explosives once more rapidly. The number of slashes can be adjusted according to the situation, allowing you to keep your opponent wary.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

???
Igniting Slash (3rd Slash)
JP: - バーントゥスラッシュ(3段目)(Bāntusurasshu (Sandanme); Burnt Slash (Third Level))
KR: -
CH: -
during Igniting Slash (2nd Slash)
10 Delivers one last powerful slash. Can block some Projectiles. Useful as a combo finisher, and can be used to reverse a situation as it allows you to act first even upon being guarded.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

???
Perfect Batting
JP: - パーフェクトベッティング (Pāfekutobettingu; Perfect Betting)
KR: -
CH: -
/ +
70 Slashes your surroundings with an explosion, then swings upwards with great force. Briefly becomes Invulnerable at the start of the move. Good as a counter or for knocking down airborne opponents. However, caution is needed as you are left vulnerable after using this move. Additionally, the first hit can block some Projectiles.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

???
Get On Fire
JP: - ゲットオンファイア (Getto-onfaia)
KR: -
CH: -
/ +
45 Shoots your shotgun two times. This is a Projectile attack. Good as a ranged poke or as a combo finisher.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

???
Get On Fire (2nd)
JP: - ゲットオンファイア(2段目)(Getto-onfaia (Nidanme); Get on Fire (Second Level))
KR: -
CH: -
during Get On Fire
15 Reload the next bullet from where you stand to deliver a final shot. This is a Projectile attack. Knocks down the opponent. Good as a ranged poke or as a combo finisher.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

???
Oppression
JP: - オプレッション (Opuresshon)
KR: -
CH: -
/ +
60 Showers your opponent with bullets and chain mines while standing. Gunshots knocks down the opponent. Mines hit the opponent, even when knocked down. The chain mines detonate after a set duration or by triggering them with your gun.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

???
Disastrous Quake
JP: - ディストラブルクエイク (Disutoraburuqueiku; Disturb Quake)
KR: -
CH: -
while airborne
45 Strikes down with a sword loaded with explosives while airborne. Cannot be guarded against while crouching. Hits the opponent, even when knocked down. The trajectory of your jump can be changed to pressure opponents on the ground, and this move is also good as a combo finisher.

While Awakened: The amount of White Damage and Guard Gauge depletion inflicted on opponents upon being guarded against is increased.

Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
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Gold Cube - Handle Explosives
JP: - 火薬の扱い (Hayaku no Atsukai; Handling of Gunpowder)
KR: -
CH: -
Automatically activates at 30% health
Various MP skills are strengthened, and Get on Fire (2nd) can be used to cancel them. MP skills will have more advantages mainly when guarded. Some skills' effect changes upon hit. In addition, you can aim for large amounts of damage by using Get on Fire (2nd). Strike your opponent with more dynamic attacks and take control of the battlefield.
???
Clear Cube - Frontline Defense
JP: - 戦線維持 (Sensen Iji)
KR: -
CH: -
Automatically activates at 50% health
Damage inflicted when hit/guarded is increased. Damage received when hit is reduced. MP recovery speed is increased. Unleash the full potential of the trained mercenary to make an instant comeback.
???
Incredible
JP: - インクレディブル (Inkurediburu)
KR: -
CH: -
Troubleshooter's ultimate move. Detonates bombs by his feet and turns opponents that are hit into dust. Hits the opponent, even when knocked down. Make sure to use this move in crucial moments as your Awakening will be deactivated upon usage.