Character Guide
Each character’s strengths and weaknesses are clearly distinguishable.
Even the most advanced players cannot play long-range with a close-range character.
Choose a character that suits your playstyle!
TypeKey CharacteristicsCharacter
StandardHas a good balance between offense and defense.Vanguard, Hitman, Troubleshooter, Berserker
RangedHas many skills that pressures opponents from a distance.
Placed at a disadvantage when in melee range.
Launcher, Ranger
TrapsA type that can plant special tools on the field to restrict their opponent’s movement.Crusader, Inquisitor, Kunoichi
GimmickyA type that bends the rules of battle.Dragon Knight, Ghostblade, Enchantress, Swift Master, the Lost Warrior
MeleeHas moves that are considerably short-ranged, but has many offensive options including mids.Striker
GrabsDifficult to create an advantageous situation, but can instantly turn the tide of a fight with a single correct prediction through strong grabs and more.Grappler
Gauge Management
DNF Duel has a variety of gauges. Strategically managing these gauges is the shortcut to victory!
  • HP Gauge
    • 1. The white portion of the HP Gauge will recover if not attacked for some time.
    • 2. The white portion of the HP Gauge will deplete if you are hit by an MP skill.
    • 3. When HP reaches under 30% for the first time, you will enter Awakened status allowing you to use your Awakening Move.
    • 4. Awakened status will end after using your Awakening Move.
  • MP Gauge
    • 1. MP Gauge is consumed when MP Skills and Guard Cancel is used.
    • 2. MP will recover faster the longer you do not use any MP, and will also recover incrementally when you successfully hit your opponent.
    • 3. Depending on the decrease of the HP Gauge, maximum MP Gauge can increase up to 200.
  • Guard Gauge
    • 1. Depletes after each successful guard.
    • 2. Reaching 0 signifies a Guard Break, during which no guard actions can be performed.
    • 3. The gauge will naturally recover over time when guard actions are not used.
During Awakened status, passive skills will be activated for all characters.
Passive skills either balance out the character's weaknesses or highlight the character's strengths.
Berserker Thirst Recovers HP based on damage inflicted.
Vanguard Demonic Lance Mastery Increases the amount of Guard Gauge depleted when attacks are guarded against.
Striker Power Fist Increases Attack and minimum damage per attack.
Grappler Iron Physique Reduce White Damage received when guarding.
Ranger Sudden Death Inflicts the Revenge debuff on opponents upon hit.
Launcher Overheat Increases the amount of White Damage inflicted when an attack is guarded against.
Inquisitor Coldhearted Inquisitor MP recovery after using an MP Skill begins sooner.
Crusader Merciful Strength Increases Defense, Guard Break Resistance, and White Damage Recovery Speed.
Swift Master Wind Master Increases movement speed.
Enchantress Favoritism Greatly reduces the passive MP consumption of Showtime!
Kunoichi Ninjutsu Increases the speed and decreases the MP consumption of Nin-bound moves
Ghostblade Phantasmal Binity Increases damage dealt to opponents.
Hitman Battle Command Allows the move Shattering Strike to be used.
Troubleshooter Handle Explosives Enhances all MP skills.
Dragon Knight Dragon's Wrath Increases amount of MP recovered.
The Lost Warrior Logic of the Dimensions Enhances MP moves and the effect of Time Stop.
TIP
As the round progresses, most likely character HP will decrease as well,
which means that passive skills will be added and stronger skills can be used all at once.
If you are low on HP, aim for a comeback through the consecutive use of passive skills,
and if your opponent is low on HP, fortify your defenses to limit counterattacks!
Using Tutorial Combos 1
In general, it is recommended to master combo number 1 and 2.
Typically, skills are performed in the order of
at around 5 skills.
The key to performing combos is to follow up with an attack slightly before the precedent attack finishes.
TIP

Combos will not connect if they do not hit the opponent!
Even when the commands are input correctly, they are carried out at a much
slower pace if the attack does not hit your opponent.
For this reason, it is very important to land your attacks.

In general, combo difficulty increases dramatically starting from the third combo.
The reason for this is one of the following:
  • 1. Aerial jump attacks are included in the combo sequence.
  • 2. They are combos that only effect opponents launched in the air (this is the case when the training dummy is continuously jumping in practice mode).
  • 3. They are combos that only effect cornered opponents (this is the case for when the training dummy is standing in the corner in practice mode).
Previous combos only needed precise input timing, however such combos additionally require precision in jump timing.
These combos need a lot of practice- they may be difficult to perform at first, so you may want to focus on mastering the first and second combo sequences to start.
TIP
It is more beneficial not to use combos if they cannot at first be carried out to their full sequence in practice mode.
This is because failure of a combo will result in disadvantageous openings.
Using low-damage skills that have a higher chance of succession may bring much favorable results.
Using Tutorial Combos 2
If so, are advanced combos useless for beginners?
You can apply snippets of advanced combo sequences into your own combos as shown below.
TIP
Ultimately, each character’s combo sequence is carried out in the order of and ends with either an MP Skill or Awakening Move.
When creating your own combos, keep the above sequence in mind to create much smoother combo chains.
Strategy for Breaking Guard
Grab / Release Grab
or
+
Use the grab skill.
You can throw your opponent by pressing the backwards directional key after inputting the command.
Ex)
+ or + +
You can release a grab of an opponent by timing a grab at the same time.

Controls can be customized and mapped in Options.

Upon playing a few matches, you may experience that it is difficult to break an opponent’s guard.
This is because jump attacks, which are mid-attacks, vary greatly by character.
Grabs can be useful in precisely this type of situation to break an opponent’s guard.

Grabs cannot be evaded by forward rolls or guards, and can only be evaded by jumping.
As such, it can effectively pressure an opponent who is evading attacks by guarding.
TIP
You can release the grab of an opponent by timing a grab at the same time.
However, the grab is only released when you are able to successfully predict the grab and perform it almost simultaneously.
In other words, it is near impossible to release a grab if you perform the action after confirming the opponent’s move visually.
The one thing to keep in mind with a grab is that it cannot be used within an attack sequence.
Do not use it in conjunction with attack skills. Generally it is best used when you are sufficiently close to your opponent to catch them off-guard.
TIP
To see what happens with an unsuccessful grab, try using a jump attack and using grab
immediately. Note that you will not be able to grab your opponent even in close proximity.
Standing Guard Crouching Guard Jump
Attack Skill Most attacks performed while standing,
such as skill and MP skill attacks.
Guard Possible Guard Possible Guard Impossible
Evade Possible
Mid Attack Most attacks performed while jumping,
such as jump attacks.
Guard Possible Guard Impossible Guard Impossible
Evade Possible
Low Attack Most attacks performed while crouching,
such as sweeping kicks.
Guard Impossible Guard Possible Guard Impossible
Evade Possible
Grab Approach an opponent to grab. Guard Impossible Guard Impossible Guard Possible
As can be seen, mixing grab skills can induce an opponent in guard to jump.
Attack while pretending to grab and vice versa, to break your opponent’s guard!
TIP
You must be precise in your predictions and attacks in order to break an opponent’s guard.
If you anticipate that your opponent will stay in guard stance, performing a grab is ideal since grabs cannot be guarded.
If you anticipate that your opponent will jump in order to avoid a grab, attacking is ideal since one cannot guard while jumping.
Since an opponent’s guard can be broken by accurately predicting their next course of action, the attacker cannot chain a grab with attack moves.
This is because if grabs connect between combos, it results in the opponent being both attacked and grabbed at the same time.
Escape when Cornered
In practice mode you can see that some very powerful combos can only be used on an opponent who is cornered.
As such, when cornered, it is very important to escape at any cost!
Here are the main ways you can do so:
  • 1. Block an opponent’s attack and escape with a forward roll.
  • 2. Predict an opponent’s attack and escape with a forward roll.
  • 3. Predict an opponent’s attack and jump over.
  • 4. Block an opponent’s attack and change positions with your opponent with a grab.
  • 5. Predict and opponent’s attack and knock down the opponent to advance forward.
TIP
How to use forward roll while pressing the back button?
When you successfully guard, you can see that it is maintained for a slight period even when you are not pressing the directional keys.
At this moment, hold the forward directional key and the input the guard button.
However, take note that it will not work if you hold the guard button and input the forward directional key!
A forward roll is more useful than jumps for evading attacks, but grabs cannot be evaded!
The following actions can be taken when guarding.
Standing GuardCrouching GuardJumpRoll
Attack Skill Most attacks performed while standing,
such as skill and MP skill attacks.
Guard Possible Guard Possible Guard Impossible
Evade Possible
Evade Possible
Mid Attack Most attacks performed while jumping,
such as jump attacks.
Guard Possible Guard Impossible Guard Impossible
Evade Possible
Evade Possible
Low Attack Most attacks performed while crouching,
such as sweeping kicks.
Guard Impossible Guard Possible Guard Impossible
Evade Possible
Evade Possible
Grab Approach an opponent to grab. Guard Impossible Guard Impossible Evade possible Evade Impossible
Automatic Landing
If the opponent fails to continue dealing attacks, the attacked character will automatically land.

The white flashing signals that the attacked character is automatically landing!

When the landing is in effect, the character will be invulnerable until posture is regained.
After the landing, you can crouch guard or fight back.
In most cases, it is safer to use crouch guard!
Landing is induced in the air as it is on the ground, and likewise your character will be invulnerable until posture is regained.
The biggest difference with an aerial landing is that you can attack during the timeframe of your landing.
However, attacking at this moment will end your invulnerability, and you may be at risk of being attacked!
As with ground landing, the safest way is to use crouch guard after landing to foremost properly assess the situation.
Overcome Limits with Conversion
Conversion
or
+
Use Conversion.
Cannot be used during guard. Can only be used with White Damage.

Controls can be customized and mapped in Options.

The final advanced skill : Conversion uses HP, and can be used to overturn many situations.
Conversion can be used by pressing or inputting +
There are two conditions when using Conversion.
  • Your character should not be using guard.
  • Your character should have White Damage.
Using conversion when the above conditions are met will result in the following:
  • ↓ Your White Damage will de depleted completely.
  • ↑ MP will recover on par with the amount of White Damage depleted.
  • ↑ Upon using Conversion, all movement debuffs will be removed.
Conversion uses up all the HP that can be recovered, however it can be used to start a combo again mid-way through or make up for attacks that miss.
In other words, once you are familiar with using combos, Conversion can greatly aid in overcoming your limitations once more.
TIP
Wouldn’t it be easy to escape by using Conversion even during guard?
Correct. Conversion used during guard is a guard cancel, and thus the commands are very similar.
During guard, use guard cancel instead of conversion to escape!