Ougon Musou Kyoku/Dlanor A. Knox: Difference between revisions

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| width="" style="background:#f0f0f0;"| '''Holy Death Sentence 「ヘイリッヒ・トーデスルタイル」 ― 641236C'''
| width="" style="background:#f0f0f0;"| '''Holy Death Sentence 「ヘイリッヒ・トーデスルタイル」 ― 641236C'''
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Dlanor charges forward a short distance. If it lands, a cutscene plays as she does her infamous die the deaths scene. If blocked, Dlanor is rediculously at advantage, allowing her to use it as an endless blockstring. No invincibility on startup.
Dlanor charges forward a short distance. If it lands, a cutscene plays as she does her infamous die the deaths scene. If blocked, Dlanor is ridiculously at advantage, allowing her to use it as an endless blockstring. No invincibility on startup.


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Revision as of 07:11, 7 May 2012

Dlanor A Knox

Introduction

Dlanor A. Knox is the Head Inquisitor, known as "Dlanor of the Ten Wedges" or "Death Sentence Dlanor". She possesses two swords, the Red Key and the Blue Key, whose functions are essentially the same as the Red and Blue Truths. Summoned by Erika Furudo during the events of EP5 and EP6 to deny Beatrice and BATTLER's gameboard.

Pros
+ Very high damage
+ High health
+ Command grab has very high priority, can be combed
+ One of the best abilities in the game, always useful
+ Decent anti zoning tools
+ Normals have fantastic range

Cons
- Bad mobility (About the same jump height and dash speed as Shannon.)
- Normals are slow
- Special attacks are generally unsafe on block
- Anti projectile tools are mostly useless against the strong projectiles (Rosa, Virgilia)


Health - 1500.

Changes

Patch 2.10

+ Patch notes state changes have been made to her far 5b and her backdash, but neither have been discovered yet.

Ability

Armor boost
Reduces damage by 50%

Move List

Normal Moves


【f.5A】

Dlanor swipes forward with her hand. Hits mid.
Damage:


【2A】

Dlanor swipes with her gauntlet hand. Hits mid.
Damage:


【f.5B】

Dlanor makes a wide horizontal slash with her longsword. Hits mid.
Damage:


【6B】

Dlanor swings her longsword upwards. Anti air. Launches if opponent is in air.
Damage:


【c.5B】

Dlanor stabs forward with her dagger of blue truth. Hits mid.
Damage:0


【2B】

Dlanor swings her sword horizontally, lower to the ground. Nearly identical range to 5B. Hits mid.
Damage:


【f.5C】

Dlanor makes a slash downwards with her longsword. Deceptively hits low. Knocks down.
Damage:


【6C】

Dlanor makes a downward slash with her longsword and dagger. Hits high. Good range, horrid scaling.
Damage:


【c.5C】

Dlanor swings her longdown down on the opponent. Hits mid.
Damage:


【2C】

Dlanor sweeps the opponent's feet with her longsword. Hits low. Knocks down.
Damage:



【j.A】

Dlanor sticks her dagger out in a down-forward direction. Hits high.
Damage:


【j.B】

Dlanor jabs her sword upwards. Whiffs on crouchers.
Damage:


【j.C】

Dlanor swings her longsword horizontally. Hits high.
Damage:


【8j.B】

Dlanor stabs forward with her sword. Hits high.
Damage:


【8j.C】

Dlanor swings her sword downwards. Hits high.
Damage:


【BC】

Dlanor grabs the opponent and knocks them to the ground, walking all over them. Switches position.
Damage:


Special Moves


Dlanor-22ABC.png
Jungfrau Cornelia 「ユングフラウ・コーネリア」 ― 22ABC

Dlanor summons Cornelia, who produces a shield for her. Negates some projectiles. Dlanor can outrun the shield.


Dlanor-623ABC.png
Kirushuaizen 「キルシュアイゼン」 ― 623ABC

Dlanor charges forward with some invincibilty. Button determines distance and recovery. Can be linked into many moves on hit.


Turumuto reene 「トゥルムトレーネ」 ― 63214ABC

Dlanor does a command grab in the air and slams the opponent to the ground. Can be comboed into. When the opponent cannot be grabbed, the attack registers as a hit, allowing for combos and anti air grabs.

Knox's Ten Commandments 「ノックス十戒」 ― 63214ABC

Dlanor grabs the opponent, jumps in the air, and impales them with her sword. Knocks down. Can be comboed into.


SP Supers


Jungfrau Gertrude 「ユングフラウ・ガートルード」 ― 22AB

Dlanor summons Gertrude instead of Cornelia, who is much better at her job. Blocks all projectiles except the usual suspects (Virgilia spears, Rosa gunfire)


Kirushuaizen 「アイゼルネ・ユングフラウ」 ― 623AB

Dlanor summons both Gertrude and Cornelia, using their shielding to extend her move almost full screen. Fully invincible. Knocks down.


Turumuto reene 「メイルシュトロームトレーネ」 ― 63214ABC

Dlanor does a command grab in the air that involves impaling the opponent and spinning them around before slamming them to the ground. Can be comboed into.

Knox's Ten Commandments 「ノックス十戒・原典」 ― 63214ABC

Dlanor grabs the opponent, jumps in the air, and impales them with her sword. Knocks down. Can be comboed into. Does more damage than the other variation.



Level 2 Super


Dlanor-236236C.png
Rootoshuryusseru 「ロートシュリュッセル」 ― 236236C

Dlanor jumps forward and slams her sword on the ground. Hits OTG, relaunches.



Meta Super


Holy Death Sentence 「ヘイリッヒ・トーデスルタイル」 ― 641236C

Dlanor charges forward a short distance. If it lands, a cutscene plays as she does her infamous die the deaths scene. If blocked, Dlanor is ridiculously at advantage, allowing her to use it as an endless blockstring. No invincibility on startup.

General Strategy

Dlanor is a grappler, her role is to punish the enemy through her extremely difficult to counter grab moves, which deal enormous damage and to act as a powerful combo finisher through her grabs.
First thing you should learn with Dlanor is how her command grab works. Both the SP and the Regular version pierce block and are simple to combo into, but the SP version can be cancelled into from more attacks and should, overall, be the main way you use SP. There are several situations under which your command grab can be blocked, be wary not to fall prey to these, as your grab is extremely unsafe on whiff and block.

  • The enemy is in blockstun or just out of blockstun.
  • The enemy just jumped.
  • The enemy is currently using an extremely fast attack, you can be knocked out of your grab.
  • The enemy has just gotten up off the ground.

Essentially, do not attempt to use your grab in blockstrings, it will either be blocked by the standing enemy, or if they attempt to jump, it will still be blocked. Be extremely careful around extremely fast attackers such as Kanon and Lucifer, as their 5As are quite capable of knocking you out of your grab, even after the game gives you your counter hit notification and begins the grab, you can still be knocked out of it. Next, remember that both command grabs have superb scaling, and are fantastic combo finishers. It is recommended that you learn a Meta Super > Command Grab link in the corner for those moments where you happen to be in meta. This link is extremely difficult with the non-SP version, but child's play with it, as it is a fantastic ending to any combo.

Dlanor's weaknesses are extremely apparent, and require skill to overcome. Most notably, her movement speed is abysmal, her jump height is awful and her attacks are hilariously slow, but with proper skill, this can be a non-issue. Overall, this just means that you have a great deal of trouble closing in and applying pressure to enemies, it is important to work out how to avoid projectile spam. Dlanor's 22 Shields are extremely strange. She is entirely capable of outrunning them, making their usefulness variable. They, like Ronove's Enchant Shields, refuse to block projectiles such as Virgilia's Spears and Rosa's Shotgun, fortunately, these are fired much more sparingly than any other projectiles, so with proper timing, the Autoguard on Dlanor's 623 Series should be enough to get past them. Against characters such as Siesta and Beatrice, it is vital that you remember to summon a shield when you knock the opponent down.

Dlanor's woes in the aerial department are not an issue with practice. Dlanor is quite often best off standing her ground. Her 6B is a fantastic anti-air attack, and can be comboed into quite a few skills, including her meta super and command grab, it is important to use Dlanor's 6B often in mind games. Often an enemy will attempt to evade a Command Grab by jumping, which Dlanor's 6B will be able to punish with ease. It is also entirely possible to counter aerial attackers with her Command Grabs, as they have oddly impressive vertical reach, but it is usually a great deal inferior to her 6B so it is recommended only to use the command grab if they're attempting to bait a 6B. Dlanor also functions somewhat well in the air due to her aerial grab's extremely impressive damage, being a great deal higher than that of her ground version. Dlanor's aerial attacks do have somewhat impressive reach, but are still extremely slow and not recommended, but should you land one, it is quite possible to combo into an aerial command grab.

Dlanor functions extremely well in the corner, due to being able to easily land command grabs on enemies who cannot back away and allowing her to perform her more useful combos using useful links like Meta Super > SP Command Grab. Fortunately, Dlanor has two tools which she can use to force an enemy into the corner, her 6C and her 623AB both push the enemy full screen, unfortunately, her 6C does tend to give her enemy room to breath, as it has recovery in which the enemy can use to regain ground. Dlanor also functions well when cornered, as she does not have to attempt to close in, which is her bane. She is capable of reversing blockstrings, especially gappy ones, with her command grabs, especially the extremely quick SP version and can use her BC Grab to exchange positions with the enemy. Unfortunately, if you do not predict jumps and punish accordingly, Dlanor is child's play to jump over and corner.

Unique properties and links to learn:

  • 6B Anti-Air
  • 6C Cornering
  • 623 Series autoguard (requires good timing to counter Projectiles)
  • 623 Links (so far, they are capable of linking into all versions of ground 63214, 2A in the corner, and Meta > Meta-Super when connected on the last active frames.)
  • 623AB Punishing (Full invulnerability, amazing startup and good range. Fantastic for projectile spammers, especially Battler's Meta Super)
  • 236236C Chain (Can be combo'd into itself for enormous stun and an easy cornering when used midscreen, combos from 2C)
  • Meta Super>SP Command Grab in Corner (Fantastic, Cheap combo finisher)

Partnering

Dlanor has one of the most powerful abilities in the game, it allows the holder to take risks they usually wouldn't, because any resulting punishment is reduced by an impressive 50%, this alone makes her a wonderful partner to many characters. Her command grabs also act as wonderful combo finishers, especially in longer, prorate-high combos which are albeit rare, but very much worth having Dlanor tacked on.

Ange
Ange's Stun Boost ability is the primary reason you would choose her with Dlanor. Dlanor's beautiful scaling on grabs allows her to finish off any stun combo with impressive damage, couple that with the absurd level of stun Dlanor's 236236C generates without Stun Boost and you have an extremely easy way to set up combos. Ange also has several ranged abilities and useful okizeme that makes up for Dlanor's weaknesses.

Battler
Battler is a wonderful partner for Dlanor. His ability perfectly complements hers, making the Meta World, frankly, an extremely safe place to be in that should be triggered whenever possible. Battler also has absolutely no problem closing in on enemies and locking them into the corner, which is a wonderful way to move Dlanor in, either by knockdown standard touch or attack touch for a Command Grab combo finisher.

Beatrice
Beatrice is simply just a good partner for almost anyone, Dlanor is no exception. Beatrice's ability allows Dlanor to either use one of her beastly 236236Cs or upgrade a command grab to SP for completely free! Beatrice's extremely long range through stakes and her ability to close gaps with her 214 perfectly fills several of the holes Dlanor has in her kit. Within the Meta World, Beatrice's towers are a beastly combo extension tool, but usually suffer from enormous proration, fortunately Dlanor's grabs scale extremely well here.

Virgilia
Virgilia's zoning and impressive range allows Dlanor access to several tools she normally would not, most notably is Virgilia's ability to corner an enemy and keep them there through 214AB, Spears and 22AB. Virgilia also wracks up stun extremely quickly and her combos usually revolve around it, Dlanor's grabs make suitable finishers for these combos.

Willard H. Wright
Willard is somewhat similar to Dlanor himself, with slow, large range normals and impressive comboability. Fortunately, Will has much greater damage on his own and does not rely on a partner to create combos. Unfortunately, will does also suffer from being zoned like Dlanor does. Will's ability, SP Cancel is absolutely fantastic on Dlanor though, allowing fantastic new ways to punish enemies through her SP Command Grab. Most notably is that Dlanor's 623 Series can be cancelled into SP Grab at any time with Will's ability, but if the 623 was blocked, the grab will be to. Most impressively, SP Cancel allows the unique Meta Super>22AB>Meta Super link, which allows dlanor to even further extend her combo finishing. This link is only available in the corner, and the 22AB must be SP Cancelled with precision timing.

B.Battler
Black Battler is very similar to regular Battler, but his primary, dealbreaking flaw - His abysmal HP - is easily overcome by Dlanor's wonderful ability. The positive aspects of B.Battler are free for Dlanor to use as long as she keeps him nice and safe. Black Battler also acts somewhat like a punisher, like Dlanor does, through his Invulnerable 623 and ranged punish he can set up combos for Dlanor to finish relatively easily and his 236236C, a wonderful combo extender does prorate heavily. Thank goodness for grabs! Unfortunately, Black Battler's ability, Massacre, is overall useless for Dlanor.

Eva Beatrice
Eva is a very decent partner for Dlanor, mostly because of her great pressure, air mobility and offensive tools which perfectly compliment Dlanor's defensive ones. Eva herself also has several command grabs, like Dlanor, but her SP Ground grab is inferior in every way to that of Dlanor's, but her Aerial one is superior due to Dlanor's poor mobility. Eva's ability is also useful to essentially any character, but landing a Command Grab or especially an SP Grab during its effect is brutal to her opponents.

Ronove
Ronove is a fantastic partner for Dlanor, his ability being a great compliment to Dlanor's. Dlanor's large poke range can benefit greatly from counter boost, as can well timed 623s but more usefully, Ronove can take more risks with his poking as if he ends up punished, he receives a great deal less damage because of Dlanor. Ronove and Dlanor both generate large amounts of stun and have extremely well scaling supers, so if either character sets up a combo, either character can finish it.

Erika
Erika's primary features of benefit to Dlanor are her fantastic mobility and ease of escaping pressure. Her SP Taunt and her double jump let her escape the pressure that would usually be keeping Dlanor locked down with ease and her pokes are also very impressive. Erika's 236236C is also a great way to finish any combo to set up the next and can be used to set up easy combos for Dlanor, too. Erika's low HP is well complimented by Armor Boost, but Force Counter doesn't do very much for Dlanor. Unfortunately, Erika's mediocre damage also betrays her somewhat here, but if a combo can be finished with a Dlanor grab overall things turn out well.

Lambdadelta
Lambdadelta is a very decent partner for Dlanor, her ability being a fantastic way to help Dlanor survive pressure. Her Zoning can get Dlanor into her best range with ease and her ability to generate huge amounts of guard limit and stun work very well with Dlanor. Lambdadelta is let down by her poor damage though, but her 236236C generates enormous amounts of stun and a followup from Dlanor can fix all of her problems. When partnering with Lambda, though, the meta world becomes pretty redundant for Dlanor for everything except comboing because UltraPER causes Armor Boost to expire before it can do anything of use. Additionally, Lambda doesn't have much use for Armor Boost as her zoning and 22X series keeping her extremely safe.

Combos

Meterless Combos


  • 5B>2B>2C>63214C>(2C ground hit) - 1155 (1286) Damage.
  • 6B>6B>63214C>(2C ground hit) - Opponent must be in aerial state - 934 (1079) Damage.


Meter Combos


  • 5B>2B>2C>63214AB>(2C groud hit) - 1380 (1511) Damage.
  • 5B>2B>2C>META>j.C 63214AB - 1838 Damage.
  • 5B>2B>2C>236236C>236236C>63214AB (2C ground hit) - 2972 (3103) Damage. 236236C>63214AB is corner only.
  • 6B>6B>63214AB>(2C ground hit) - Opponent must be in aerial state - 1159 (1304) Damage.
  • 6B>6B>236236C>236236C>63214AB>(2C ground hit) - 2751 (2896) Damage. 236236C>63214AB is corner only.


Off Tag


The following follow-ups are possible off 2C(sweep) > attack touch:

  • 63214 series
  • 5C>sj.9BC>j.63214 series


SP Cancel


Willard's Ability, SP Cancel, is extremely powerful with Dlanor, allowing new links.

  • ...641236C>22AB>SPCancel>641236C 865 Damage without lead in. Requires active meta.

The 623 series > 63214 SP link is also simplified with SP cancel.

  • ...623 series>SPCancel>63214AB 706-754 Damage based on version of 623 used without leadin.


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