DNF Duel Wiki
Move List


Animation
Command Input
Description
Regular Moves
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A quick horizontal slash.
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A second slash.
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+
A low kick.
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while airborne
A stab.
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An overhead slash that causes a mild ground bounce.
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+
A low slash that trips the opponent.
???
while airborne
An upward slash.
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near opponent
Slashes the opponent up to launch them, then stabs upwards.
Animation
Name
Command Input
Description
Skills
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Side Slash
JP: - サイドスラッシュ (Saido Surasshu)
KR: -
CH: -
Slashes horizontally ahead with the Demonic Lance. This move is good for leading into other moves, and is easy to use for pressuring and combo execution.
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Cleave: Upper
JP: - クリーブ・アッパー (Kurību: Appā)
KR: -
CH: -
+
Slashes sharply upwards with the Demonic Lance. Good for anti-air pressure, as well as combo execution.
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Cleave: Cut
JP: - クリーブ・カッター (Kurību: Kattā; Cleave: Cutter)
KR: -
CH: -
+
Dives while slashing with the Demonic Lance. Can be used to close the gap with your opponent while attacking, and is good for applying pressure or combo execution.
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Cleave: Slash
JP: - クリーブ・スラッシュ (Kurību: Surasshu)
KR: -
CH: -
+
Takes one step back while slashing with the Demonic Lance. Can be used to create distance with the opponent while attacking. Pulls in hit opponents, making it good for combo execution.
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Impact Strike
JP: - インパクト・ストライク (Inpakuto Sutoraiku)
KR: -
CH: -
while airborne
Dives down while airborne to drill the Demonic Lance into the earth. Hits a knocked downed opponent. Can be used to attack while changing the trajectory of your jump, making it a good starting point for your offense or for combo execution.
Animation
Name
Command Input
MP Cost
Description
MP Skills
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Brandish
JP: - ブランディッシュ (Burandisshu)
KR: -
CH: -
30
Delivers two quick slashes with the Demonic Lance. Good for applying pressure and combo execution. Has various follow ups that can be used according to your situation.
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Inferno Charge
JP: - ヘッドオンチャージ (Heddo On Chāji; Head-on Charge)
KR: -
CH: -
during Brandish
20
Shoves your opponent with your shoulder as you charge forward. Briefly become Invulnerable against Projectile attacks. The fastest of its move string, this move is easy to use and hard to punish.
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Crescent Slash
JP: - クレセントスラッシュ (Kuresento Surasshu)
KR: -
CH: -
+ during Brandish
25
Jumps up from your current position, then slams down the Demonic Lance on your opponent's head. Forces opponent knockdown. This move allows you to jump over low attacks, and is also suitable for connecting combos.
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Dread Bore
JP: - ドレッドボア (Doreddo Boa)
KR: -
CH: -
+ during Brandish
25
Imbues the Demonic Lance with destructive energy while stabbing forward. Knocks down the opponent. Has strong pushback, and is good for regaining your position or as a combo finisher.
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Behead
JP: - ビヘッド (Biheddo)
KR: -
CH: -
+ during Brandish
30
After charging your energy, slashes the Demonic Lance horizontally with all your strength. Briefly grants Super Armor up to 3 guardable attacks while standing, except against Awakening moves. Allows you to attack while guarding your opponent's attacks, making this a good move for opponents aiming to punish you.
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Lunge Strike
JP: - ランジストライク (Ranji Sutoraiku)
KR: -
CH: -
/ +
70
Stabs the air ahead, sending hit opponents hurtling to the ground. Knocks down the opponent. Become Invulnerable at the start of the move. Good as a counter move 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.
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Earthshatter
JP: - ユー・ダイド (Yū Daido; You Died)
KR: -
CH: -
/ +
60
Performs a great downwards strike, then delivers a sideways slash. Hits a knocked downed opponent. Good for drawing in airborne opponents, and can be used to apply pressure or as a combo finisher.
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Devastate
JP: - デバステイト (Debasuteito)
KR: -
CH: -
/ +
40
Spins the Demonic Lance, then is tossed forward with great force. While spinning the lance you can dodge high attacks, making it a good move for pressuring opponents above your head, as well as for combo executions against walls.
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Doom Glaive
JP: - ドゥームグレイブ (Dūmu Gureibu)
KR: -
CH: -
while airborne
45
Throws down the Demonic Lance following a powerful upward slash. Knocks down the opponent. Hits knocked down opponents. Can be used to apply pressure to your opponent by changing the trajectory of your jump, and is good for combo execution.
Animation
Name
Command Input
Description
Awakening Effect & Awakening Skill
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Gold Cube - Demonic Lance Awakening
JP: - 魔槍覚醒 (Masō Kakusei; Demon Spear Awakening)
KR: -
CH: -
Automatically activates at 30% health
Inferno Charge, Crescent Slash, Dread Bore, and Behead become capable of canceling any other MP Skill. Additionally increases passive MP recovery speed. Continuously utilize unparalleled long-range attacks to turn the tables.
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Clear Cube - Demonic Lance Mastery
JP: - 魔槍操作 (Masō Sōki; Demon Spear Handling)
KR: -
CH: -
Automatically activates at 50% health
Damage inflicted when hit/guarded is increased. Guard Gauge damage on the opponent is greatly increased. Inflict damage on the opponent's HP and Guard Gauge from a distance that cannot be reached and then break the opponent's guard to win the fight.
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Demonic Inferno
JP: - デモニックインフェルノ (Demoniku Inferuno)
KR: -
CH: -
Vanguard's ultimate move. Hits the opponent, even when knocked down. Stabs with the Demonic Lance, whose power has been fully unshackled. Upon hit, assault your opponent with rapid and unfaltering strikes. Make sure to use this move in crucial moments as your Awakening will be deactivated upon usage.