- Enchantress Overview
- Enchantress Special Moves
- Enchantress MP Special Moves
- Enchantress Awakening Skill And Effect
While DNF Duel is relatively simple on the surface, there are still some characters who can take quite a bit of time to learn, especially for newcomers. Enchantress is a perfect example of an unbelievably powerful character with loads of potential but struggles in matchups due to her Puppeteering archetype and playstyle.
There's lots to love about Enchantress' kit and move list, but getting a handle on controlling her stuffed bear, Madd, is an obstacle you must overcome if you want to succeed with her. This, of course, is much easier said than done, as you will be going into every match at a severe disadvantage, considering you have to be knowledgeable with Enchantress and Madd to get your game plan going. Still, learning Enchantress is fun, rewarding, and worth the effort.
If you want to brush up on what this puppeteering Enchantress is capable of in DNF Duel, we have her complete Command List available for you to look over!
Enchantress is the most unique character in DNF Duel, which says a lot considering every character is utterly ridiculous in their own ways. She is the only Puppet Fighter in the game and has to work a bit harder than everyone else to get the ball rolling, but she can be a devastating force of nature once you get a handle on her wide breadth of options. Due to her gimmicky nature, Enchantress is not beginner friendly and will require lots of time and effort to bring her in line with the rest of the cast.
Despite being challenging to pick up, Enchantress has much potential to creep up as the best character in the game. It will just take much longer for people to get the hang of her, which isn't necessarily terrible. While the odds are against her, Enchantress has a wonderfully deep and potent move list that is a blast to mess around with and use to annihilate her opponents. She has excellent zoning options, can apply unrelenting pressure, and even has bizarre combo routes, which we will try and showcase here!
However, before showcasing her true potential, we want to point you to the table below. This chart has the most common terms, inputs, commands, and notations found in DNF Duel, which will be immensely helpful for you to learn. Throughout this guide, we will reference these several times, so it would be best to get caught up on them to avoid confusion.
DNF Duel Notations
|Command Name||Command Display|
Jump refers to any of the three 'up' commands.
|Hold OK||Input can be held for additional effects.|
|Air OK||Input can be performed in mid-air, allowing you to execute the action while airborne.|
|OTG||Refers to Off/On The Ground, signifying that the action can continue the combo even after your opponent hits the ground.|
Enchantress Special Moves
Despite having her devastating, terrifying death bear at her side at all times, Enchantress' Special Moves (Skills) surprisingly don't rely on Madd much. Instead, most of her Skills involve controlling a broom, sending out tiny and explosive voodoo dolls, and tossing bombs at her foes. Furthermore, as expected, Enchantress follows the general properties of combo structure, with Skills being used as a way to launch into Mana Skills. As always, some of her Skills will combo into other Skills, but their primary function is to lead you into your more damaging actions.
Enchantress sends a series of vines covered in thorns across the ground at a slow pace that eventually travel the screen length. Despite its crawling speed, Rose Vines are often used to control space, apply pressure, or give Enchantress a safe option to cancel into Showtime! Furthermore, Rose Vines can extend combos and blockstrings. This is Enchantress' 5S.
Madd, it's Time to Dance!
Madd, it's Time to Dance! is Enchantress' 2S and one of her best anti-air options. This has Enchantress swing her broom upward in an arc, with Madd following right behind her with his sharp claws. However, if Showtime! is active, Madd will not attack. This Skill is an excellent combo tool that can start or extend them depending on the situation.
Lantern Firebomb is another projectile-based attack of Enchantress' but is a much more potent tool than Rose Vines. This is her 6S action and has her hurl a flaming jack-o'-lantern forward that travels slowly across the screen. When the action is held, Enchantress can charge the Lantern Firebomb up to four times. The last stage will cause her target to enter a hard knockdown state on contact, enabling her to follow up with OTG-capable attacks such as Terrible Roar, Madd the Guard and Madd the Slash.
Additionally, Lantern Firebomb is an excellent way to control space, lock your opponent down, or start combos (with the fourth stage version). This is one of her best projectiles, and will give her several follow-ups if appropriately used.
Destiny Puppet has Enchantress send forth a voodoo doll that runs across the stage and grabs her target before exploding, placing them in a hard knockdown state. If this Skill lands, Enchantress can follow up with several OTG attacks (Terrible Roar, Madd the Guard, and Madd the Slash) for a full combo.
Another excellent feature of Destiny Puppet is that the voodoo doll remains in play even if Enchantress gets hit, allowing her to maintain pressure against Zoners or other opponents who possess high-registering projectiles. Lastly, to send the Destiny Puppet out, you must input 4S.
Aerial Lantern Firebomb
Aerial Lantern Firebomb is Enchantress' j.S and acts very similarly to its grounded counterpart. This Skill has Enchantress hurl a flaming jack-o'-lantern downwards at a sharp angle, covering significant space. Like the grounded version, the input can be held to increase the potency of the attack, with Level Four being its max. A Level Four Aerial Lantern Firebomb will cause a hard knockdown on hit.
Aerial Lantern Firebomb can also hit OTG at any state, making it an excellent combo extender. Lastly, you can cancel into Showtime! immediately after casting Aerial Lantern Firebomb to fall to the ground at a much faster pace to resume your offense.
Enchantress MP Special Moves
Enchantress' MP Special Moves (Mana Skills) are incredibly potent and unique. Thanks to Madd, her stuffed bear puppet and companion, she has double the Mana Skills to work with compared to the rest of the cast and puts them all to tremendous use. Excluding summoning and dismissing Madd, Enchantress has six Mana Skills that allow her to deal severe damage, extend combos, or even drain MP from her target.
Of course, this type of power isn't available for free. For those that aren't aware, Mana Skills require Mana to use, which is displayed via your Mana Gauge. If you use more Mana than what is available, you will become 'Exhausted.' When Exhausted, your Mana Regeneration will become halted, temporarily making Mana Skills unusable, which is a severe detriment to you and could cost you the round.
Terrible Roar is Enchantress' invincible reversal that requires 70 MP to use. Unlike most invincible reversals in DNF Duel, Terrible Roar has several properties that make it one of the best in the game. This Mana Skill has Madd grow exponentially in height while Enchantress leaps into the air with a devastating boom strike.
What makes Terrible Roar unique are several things. First, Madd has a vortex around him that will pull opponents towards him. If the opponent is airborne, they will be pulled in dramatically faster. Furthermore, Terrible Roar will work even if Madd is displaced from Enchantress via Showtime! or dashing. This allows Enchantress the ability to perform her anti-air and invincible reversal even when she isn't near her opponent physically. However, Terrible Roar's only downside is that it is one of the only invincible reversals that is not immune to throws, though it will be tough to execute.
Enchantress has access to several Mana Skills, with most of them having the option to be inputted with Motion Controls to make her Mana Regeneration faster. Due to her unique ability to control Madd, she uses lots of Mana, making this option recommended. Terrible Roar can be executed via 2MS or 623MS (⭢⭣⭨MS).
Harvest is one of Enchantress' most dubious tools, requiring 60 MP as a result. Enchantress uses the vines of a rose as a whip and cracks it across the stage with blinding speed. If Harvest connects, it will drain MP from the opponent, with the max amount being 40 MP. The first eight hits of Harvest steals 4 MP with each hit, with the final hit stealing 8 MP. Harvest is often used to extend combos, apply pressure, or keep your opponent at bay. This Mana Skill is also used to intercept a jumping opponent's landing.
Enchantress has access to several Mana Skills, with most of them having the option to be inputted with Motion Controls to make her Mana Regeneration faster. Due to her unique ability to control Madd, she uses lots of Mana, making this option recommended. Harvest can be executed via 6MS or 236MS (⭣⭨⭢MS).
Keep Away! is Enchantress' command grab that costs 80 MP but turns her target into a doll, severely limiting their attack options. This is one of Enchantress' best pressure options when in the corner and will lead to a full combo if landed.
When opponents are in doll form, they can only jump, walk, and use a specific 5A and j.A attack options. They cannot block, dash, or use different attacks of any kind for roughly three seconds. Furthermore, Enchantress cannot throw the doll, but she can do pretty much anything else she pleases, guaranteeing a full combo and high damage.
Enchantress has access to several Mana Skills, with most of them having the option to be inputted with Motion Controls to make her Mana Regeneration faster. Due to her unique ability to control Madd, she uses lots of Mana, making this option recommended. Keep Away! can be executed via 4MS or 214MS (⭣⭩⭠MS).
Showtime! is Enchantress' 5MS that brings Madd into the foreground, allowing her to control him and incorporate him into her attacks with Mana Skills. Madd can only be moved with the Forward and Backward inputs. While Showtime! won't cost Mana to cast, it will gradually drain it during its stance, so be mindful of your Mana Guage whenever activating this Mana Skill! Additionally, Showtime! will remain active even when Madd is hit but will end if Enchantress is. Lastly, Showtime! can be performed while in mid-air with the j.MS command.
Madd the Guard
Madd the Guard can only be executed when Showtime! is active and requires 40 MP. Enchantress commands Madd to perform a devastating downward slash that is excellent for extending or ending combos. Additionally, Madd the Guard will place its target in a hard knockdown state on hit and can even hit OTG. This is one of Enchantress' best Mana Skills for combos and pressure.
Enchantress has access to several Mana Skills, with most of them having the option to be inputted with Motion Controls to make her Mana Regeneration faster. Due to her unique ability to control Madd, she uses lots of Mana, making this option recommended. Madd the Guard can be executed via 2MS or 623MS (⭢⭣⭨MS).
Important: Madd the Guard can only be executed during Showtime!
Madd Mad Slash
Madd Mad Slash is a low-cost Mana Skill that has Madd perform a horizontal slash for 20 MP. Similar to Madd the Guard, Madd Mad Slash is an excellent combo extender that can hit OTG, making it one of your best options for hitting opponents in a hard knockdown state. Its low Mana cost also makes it your go-to option for combo filler or disjointed pokes. Additionally, Madd Madd Slash can only be executed when Showtime!
Enchantress has access to several Mana Skills, with most of them having the option to be inputted with Motion Controls to make her Mana Regeneration faster. Due to her unique ability to control Madd, she uses lots of Mana, making this option recommended. Madd the Slash can be executed via 6MS or 236MS (⭣⭨⭢MS).
Important: Madd the Slash can only be executed during Showtime!
Curse of Terror Bear
Curse of Terror Bear requires 80 MP to use but is worth the cost as it has Madd breath fire from his mouth that nearly travels the length of the screen. This Mana Skill is an excellent way to control space, keep your opponent locked down, and set up pressure if it hits. In specific conditions, Curse of Terror Bear can extend combos, but its primary use is to keep your enemy in check. Lastly, Curse of the Terror Bear can only be executed when Showtime!
Enchantress has access to several Mana Skills, with most of them having the option to be inputted with Motion Controls to make her Mana Regeneration faster. Due to her unique ability to control Madd, she uses lots of Mana, making this option recommended. Curse of Terror Bear can be executed via 4MS or 214MS (⭣⭩⭠MS).
Important: Curse of Terror Bear can only be executed during Showtime!
And, Scene! has Enchantress dismiss Madd, having him return to the background. When performed on the ground with 5MS, Madd will remain in his current position for several seconds, allowing you to follow up with disjointed attacks. However, when used in mid-air with j.MS, Madd will teleport to Enchantress' side instantly. This Mana Skill has no MP cost and is only available during Showtime!
Enchantress Awakening Skill And Effect
Time to draw the curtains with style and get into Enchantress' Awakening Skill and Effect, which activates whenever her health gets depleted to 30 percent or less. Unfortunately, this is the one aspect of her kit that seems to be lacking, which is not something you like to see on an already hard-to-learn character. Nonetheless, for those out of the loop, Awakening Skills are your enormous cinematic Supers. Awakening Effects are passive enhancements that can give you a significant helping hand to close the round.
Forest of Dolls is Enchatress' Awakening Skill, which has a remarkably short horizontal reach, making it impossible to toss out. You must weave this Awakening Skill into close-range combos, or you will likely whiff the attack and waste it.
Favoritism is Enchantress' Awakening Effect and has her MP Consumption Rate lowered by two-thirds when in Showtime! mode. While this may seem decent, this only applies to the gradual draining of MP while in the stance, as opposed to the actions used. This means that you may hardly notice it and might only get one additional move out of Madd from the extra Mana.
Source: Read Full Article