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

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'''Ange'''<br>
'''Ange'''<br>
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.
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. however both have slightly dangerous pressure games and both do not have a proper reversal and only SP command grabs to rely on against gappy blockstrings meaning a careful opponent can lock them in pressure with the only options ange and Dlanor have is to burst or to assault touch which isnt the best form of escaping.
total HP: 8700


'''Battler'''<br>
'''Battler'''<br>
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.
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.
total HP: 8700


'''Beatrice'''<br>
'''Beatrice'''<br>
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.
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. Beatrice also benefits from Dlanor's ability very well making this a decent team without many problems.
total HP: 8700


'''Virgilia'''<br>
'''Virgilia'''<br>
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.
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. In this team the meta world also becomes an extremely safe place to be and should be activated most of the time due to Dlanor's amazing ability to reduce damage by %50 and virgillia's ability to gradually gain SP. Virgillia's mindgames and zoning also fits well with Dlanor. However this team is unbearably slow and both of these 2 do not have a complete reversal making it very risky if they get into the corner and under pressure. these 2 teams also make hell for the opponent if they get under their pressure with command grab tricks from Dlanor and unburstable/unguard touchable blockstrings from virgillia.
total HP: 9000


'''Willard H. Wright'''<br>
'''Willard H. Wright'''<br>
Line 359: Line 363:


'''B.Battler'''<br>
'''B.Battler'''<br>
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.
Black Battler is very similar to regular Battler, but his primary, dealbreaking flaw - His abysmal HP - is easily overcome by Dlanor's wonderful ability and decent health. 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. not a very good team but its ok.
total HP: 7500


'''Eva Beatrice'''<br>
'''Eva Beatrice'''<br>
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.
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. also Eva has her amazing pressure and jelly which allows dlanor to easily land in a command grab also due to Eva's fantastic offensive mobility Dlanor will find it easier to get the opponent in pressure via attack touches.due to the huge amount of command grabs these 2 have and the command grab tricks the opponent will have quite the nightmare under pressure.
total HP: 8850


'''Ronove'''<br>
'''Ronove'''<br>
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 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.
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. Also because Dlanor has the strongest normals in the game a counter hit becomes extremely strong especially from a F.5c as it will do ridiculously large damage. also this team will have the 2nd largest total HP in the game and total that with Dlanor's armer boost and you are ridiculously safe.
total HP: 9450


'''Erika'''<br>
'''Erika'''<br>
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, and Force Counter does make dlanor's attacks a lot stronger because she has the strongest normals in the game. 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.
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, and Force Counter does make dlanor's attacks a lot stronger because she has the strongest normals in the game. 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.
total HP: 8400


'''Lambdadelta'''<br>
'''Lambdadelta'''<br>
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 attack touch to Dlanor can fix all of her damage problems. lambda's 3c and 2c can do HUGE amount of damage if you attack touch into dlanor afterwards. Lambda doesn't have much use for Armor Boost as her zoning and 22X series keeping her extremely safe.
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 attack touch to Dlanor can fix all of her damage problems. lambda's 3c and 2c can do HUGE amount of damage if you attack touch into Dlanor afterwards. Lambda doesn't have much use for Armor Boost as her zoning and 22X series keeping her extremely safe. these 2 teams have great pressure with countless frame traps and tricks not to mention annoying high lows which are ridiculously deceptive (lambda's 6c and Dlanor's F.5c). once the opponent is under their pressure you will surely wear their minds down with the intense amount of frame traps and deceptive high/lows 50/50.
total HP: 8100


==Combos==
==Combos==

Revision as of 09:28, 23 February 2013

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%
lasts for a rather long time. very good ability. command grabs are not affected by this ability and simply ignore it.

Move List

Normal Moves


【5A】

Dlanor swipes forward with her hand. Hits mid. dlanor does not have any other 5a's.


【2A】

Dlanor swipes with her gauntlet hand. Hits mid. normal 2a. slightly slower than her 5a.


【f.5B】

Dlanor makes a wide horizontal slash with her longsword. Hits mid. decent range. rather long startup.


【6B】

Dlanor swings her longsword upwards. Anti air. Launches if opponent is in air. one of the best anti airs in the game. its quick and deals good damage not to mention a absolutely huge vertical hitbox. rather easy to combo after as well, rather short horizontal hitbox however. strongest B normal in the game.


【c.5B】

Dlanor stabs forward with her dagger of blue truth. Hits mid. quickest B move dlanor has but the weakest.


【2B】

Dlanor swings her sword horizontally, lower to the ground. Nearly identical range to 5B. Hits mid. quicker than her F.5b but much more recovery. also barely any active frames.


【f.5C】

Dlanor makes a slash downwards with her longsword. Deceptively hits low. Knocks down. nothing cancels from this move apart from meta world activation. does a HUGE amount of guard damage. like her C.5c it has sword knockback animation when blocked which leads to it having deferent recovery frames on block and on whiff/hit. strongest normal in the game. horrible recovery frames and almost no active frames makes this a terrible vulnerable move on whiff.


【6C】

Dlanor makes a downward slash with her longsword and dagger. Hits high. Good range, horrid scaling. wallslams. a very good overhead. use often as a mixup with F.5c.


【c.5C】

Dlanor swings her longdown down on the opponent. Hits mid. very similar to Willard's c.5c. has a cool bounce back animation on block. because of the weird bounce back animation on block. has deferent recovery frames on whiff/hit and on block. rather slow and has terrible recovery frames.


【2C】

Dlanor sweeps the opponent's feet with her longsword. Hits low. Knocks down. dlanor's quickest c move and the only one that will combo from her b moves.


【j.A】

Dlanor sticks her dagger out in a down-forward direction. Hits high. terrible hitstun. deceptively long active frames.


【j.B】

Dlanor jabs her sword upwards. Whiffs on crouchers. good air to air since dlanor's jumping hight is rather low this move can catch opponents much higher in the air.


【j.C】

Dlanor swings her longsword horizontally. Hits high. very similar to her 2b and f.5b. good air to air.


【9/7j.B】

Dlanor stabs forward with her sword. Hits high. good range. very good air to air.


【9/7j.C】

Dlanor swings her sword downwards. Hits high. fantastic move that is good for both air to air and air to ground. huge vertical hitbox. has huge hitstun however it is a rather slow move and does not have a very big horizontal hitbox.


【BC】

Dlanor grabs the opponent and knocks them to the ground, walking all over them. Switches position. since you have your command grab this isn't very useful.


Frame Data


UNDER CONSTRUCTION (Format stolen from ABK Wiki. Don't sue!)
KD = Knockdown
+- = May be more or less than


                          |          Frames             |  Frame Advantage | 
              Attack  | Damage|Startup*| Active  | Recovery |On Hit | On Block | Notes
               Throw  ------------------------------------------------------------------
                 B+C  |    ?  |  0-1   |    ?    |    ?     |   KD  |          |30 Duration on Whiff
             Normals  ------------------------------------------------------------------
                  5A  |   66  |    5   |    3    |    5     |   ?   |    ?     |
                  2A  |   69  |    6   |    5    |    5     |   ?   |    ?     |
                c.5B  |  150  |    8   |    6    |    8     |   ?   |    ?     |
                f.5B  |  186  |   12   |    3    |   13     |   ?   |    ?     |
                  2B  |  186  |    9   |    1    |   17     |   ?   |    ?     |
                c.5C  |  315  |   17   |    4    |   34     |   ?   |    ?     |
                f.5C  |  384  |   17   |    2    |   38     |   KD  |    ?     |
                  2C  |  264  |   14   |    3    |   19     |   KD  |    ?     |
                j.5A  |   60  |    6   |   12    |    6     |   ?   |    ?     |
               j8.5B  |  165  |    9   |    6    |   10     |   ?   |    ?     |
               j8.5C  |  270  |   12   |    4    |   12     |   ?   |    ?     |
           j(7/9).5B  |  150  |    9   |    6    |    6     |   ?   |    ?     |
           j(7/9).5C  |  294  |   13   |    5    |   11     |   ?   |    ?     |
     Command Normals  ------------------------------------------------------------------
                  6B  |  210  |   10   |    5    |   17     |   ?   |    ?     |
                  6C  |  330  |   26   |    2    |   12     |  FWB  |    ?     |


|}

Special Moves


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

Dlanor summons Cornelia, who produces a shield for her. Negates most projectiles. Dlanor can outrun the shield which is rather odd. Cornelia can be dismissed by repeating the command after summoning her. she will stay on the field until Dlanor is hit or Cornelia is dismissed by Dlanor. all versions are the same. Cornelia will also disappear if you use Dlanor's meta super. prevents you from using 623EX. while Cornelia is being summoned even if Dlanor is hit she will still make her blue shield and come to accompany Dlanor.


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

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

  • version A: the quickest and shortest ranged one. cannot be punished. rather easy to use your command grab afterwards. good against normals and close ranged moves and very easy to use a command grab after to combo with. good for closing distance in corner combo's so that dlanor's command grab will hit. damage: 99
  • version B: medium length and medium ranged. the middle of the 2 variations. can be punished on block if used at point blank. good against sword normals and for closing in. damage: 123
  • version C: longest length and travels the most. good against 1 hit projectiles. can be punished very easily on block and can be punished if used point blank on an opponent on hit. good for closing in. hard to combo after. damage: 147


Turumuto reene 「トゥルムトレーネ」 ― J.63214A/B/C

Dlanor does a command grab in the air and slams the opponent to the ground. unblockable. Can be comboed into. When the opponent cannot be grabbed, the attack registers as a hit, allowing for combos and anti air grabs. the deferent version's change dlanors trajectory. A version doesn't change dlanor's trajectory at all. B version keeps dlanor in her position in the air for a bit. C version moves dlanor up a bit. regardless of which version you use, after using this move Dlanor is unable to do any other aerial attacks. this move is not prorated by anything but stun. making it fantastic for combo's. this move can also stun making it very very good. good for punishing air move if you and the opponent are both in the air however 6b should be used against the opponent jumping not this move. cannot hit a grounded opponent.
all versions deal 562 damage.



Knox's Ten Commandments 「ノックス十戒」 ― 63214A/B/C

Dlanor grabs the opponent, jumps in the air, and impales them with her sword. Knocks down. Can be comboed into. all versions are the same. good for punishing and good for tricks when you have the advantage. very useful in pressure.this move is not prorated by anything but stun which makes it extremely useful in combo's. also this move can stun making this a fantastic command grab. however this move is blockable sometimes. this move is extremely unsafe on block and should not be used at the points it can be blocked. it can be blocked if:

  • 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.

dlanor does deferent damage depending on certain circumstances. dlanor also says deferent things depending on which version grab she does.

  • aerial/far/in combo grab: 495 damage.
  • close grab: 600 damage.

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). gertrude disappears after a while. unlike Cornelia, Gertrude does not disappear after being hit once meaning that some reversals (beato's 623EX and shannon's 22Ex) will not hit dlanor properly meaning that dlanor can punish them even if she is hit. if you use Dlanor's meta super Gertrude will disappear.


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. wallslams. can be used as a way to fight off huge projectile attacks that can be spammed such as bern's and battler's meta super's. however cannot be used if Cornelia or Gertrude are out.
damage: 198


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. very quick and good for air to air and combo's. unblockable and only grabs the opponent if they are in the air.
damage: 855


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. ignores all damage proration in combo's and will almost always deal 700 damage in combo's which makes it an ideal finisher. EXTREMELY QUICK and so can be used as a reversal of some sorts by using it before the opponent's move hits you. fantastic move.however this move is blockable sometimes. this move is extremely unsafe on block and should not be used at the points it can be blocked. it can be blocked if:

  • 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.

this move does deferent damage at the opponent at certain points.

  • in combo/aerial:720 damage.
  • otherwise 810 damage.



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. a very unique SP2. this move is rather slow and so it isn't ideal for punishing (instead dlanor's command grabs should be used for punishing) and isn't ideal for using out in the open as it can easily avoided and or the opponent could just walk through your jump and avoid it completely. however while it is not ideal for using in pressure or in neutral gameplay it is very useful in combos. this is the strongest SP2 in the game (technically, however you can utilize black battler's SP2 to do about 2000 damage from it raw) and it relaunches and allows you to use a 63214EX after it to deal a huge amount of damage. this move also does high stun so it can be very easy to stun with this move. you can use this move twice back to back to give yourself a almost guaranteed stun and a huge amount of damage. however apart from in combo's this move isn't very good.
damage; 762



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. rather quick and acts like a rather slow and short moving SP2 and even does similar damage to a normal SP2. you can use 63214EX after this move to deal even more terrifying damage.
damage:634

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.

Dlanor has several tools for neutral, pressure and under pressure. for midscreen it is best to set up a 22X as a form of defense against bullets. at this point as Dlanor you want to get a knockdown and get the opponent under pressure. normally in neutral dlanor's 6b is a fantastic move as it has a huge horizontal range and is a fantastic anti air which will lead to about 1000-1500 damage and a knockdown. Dlanor's F.5c is also commonly used in neutral play. Dlanor's f.5c is used because if you are in the position to do C.5c in neutral play than it should only be for combos otherwise you should be using your command grab. f.5c also is very long ranged and is deceptively a low and it knocks down making it perfect for Dlanor to get in and start her pressure. unfortunately you cant combo after DLanor's F.5c unless you attack touch or meta declare. in neutral play its not recommended to use your command grab as it can be avoided pretty easily and will miss unless you have done a setup on it or the opponent is rushing in and you read it and use it. however when you get your opponent under pressure dlanor's command grab will be your best friend. once you have the advantage as Dlanor you want to abuse her command grab and use it at every given moment. dlanor's command grab is the move you should use the most when you have the opponent under your control. also once the opponent is in pressure 6c will also be an amazing tool. 6c is a quick, fast overhead which can be used in 50/50 mixups. for example you could do 5a 5b 2b and at this point if the opponent blocked all of this you can than do either 6c or F.5c. F.5c is a deceptive low and 6c is a quick overhead and it simply becomes a 50/50. a example of a blockstring with Dlanor is 5a 5b 2b 6c 623b 5b 6c/f5c (of course there are better blockstrings). Dlanor can also do infinite blockstrings with her meta super because stupidly enough she has the advantage after using it. Dlanor becomes a very dangerous character when she has the advantage. when Dlanor is under pressure her command grab (especially her EX one) will shine as a reversal tool. use it at the right moment and change the tide of the battle.

If you are planning to switch to your partner its highly recommended you do a neutral touch so that your partner will have Dlanor's fantastic ability that would help everyone out and annoy the opponent like hell. Dlanor's ability stays for a ridiculously long time and helps out a lot especially if your partner has low health. it allows you to do more mistakes often in an attempt to get in gradually but surely which would be very beneficial to certain character's like Erika. although it may be hard to get into the position to neutral touch, if you get into the position where you can neutral touch than do it because have such a ridiculously good ability is worth losing the advantage sometimes (because some characters can easily get it back). Sometimes it may be worth doing an assault touch just to get that ability though it is not recommended to do so. the meta world is also a very safe place to be because of this ability.

22EX can rather strangely be used as a shield against some combos and reversal's. Dlanor's 22EX does not disappear on hit unlike her other versions meaning that some moves and reversals (such as Beatrice's 623EX and Shannon's 22EX) will simply not work on dlanor and only hit her a few times or not affect her at all. it is worth remembering that whatever is past the shield will not be destroyed by the shield unless it somehow touches it.

Unique properties and links to learn:

  • 6B Anti-Air
  • 6C/F.5C 50/50 high/low mixup.
  • 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, deals high damage).
  • 63214 series punishing (great punishing move that can be used as a reversal in the corner and can stop the opponent doing what they can do to try to escape your pressure)
  • 63214 series tricks (this is how dlanor pressure's somebody in the corner. you use 6b and so such but you also get in and use your grab before the opponent can react making the opponent get fidgety or do more mistakes in an attempt to escape her pressure)

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. however both have slightly dangerous pressure games and both do not have a proper reversal and only SP command grabs to rely on against gappy blockstrings meaning a careful opponent can lock them in pressure with the only options ange and Dlanor have is to burst or to assault touch which isnt the best form of escaping. total HP: 8700

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. total HP: 8700

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. Beatrice also benefits from Dlanor's ability very well making this a decent team without many problems. total HP: 8700

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. In this team the meta world also becomes an extremely safe place to be and should be activated most of the time due to Dlanor's amazing ability to reduce damage by %50 and virgillia's ability to gradually gain SP. Virgillia's mindgames and zoning also fits well with Dlanor. However this team is unbearably slow and both of these 2 do not have a complete reversal making it very risky if they get into the corner and under pressure. these 2 teams also make hell for the opponent if they get under their pressure with command grab tricks from Dlanor and unburstable/unguard touchable blockstrings from virgillia. total HP: 9000

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 and decent health. 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. not a very good team but its ok. total HP: 7500

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. also Eva has her amazing pressure and jelly which allows dlanor to easily land in a command grab also due to Eva's fantastic offensive mobility Dlanor will find it easier to get the opponent in pressure via attack touches.due to the huge amount of command grabs these 2 have and the command grab tricks the opponent will have quite the nightmare under pressure. total HP: 8850

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. Also because Dlanor has the strongest normals in the game a counter hit becomes extremely strong especially from a F.5c as it will do ridiculously large damage. also this team will have the 2nd largest total HP in the game and total that with Dlanor's armer boost and you are ridiculously safe. total HP: 9450

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, and Force Counter does make dlanor's attacks a lot stronger because she has the strongest normals in the game. 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. total HP: 8400

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 attack touch to Dlanor can fix all of her damage problems. lambda's 3c and 2c can do HUGE amount of damage if you attack touch into Dlanor afterwards. Lambda doesn't have much use for Armor Boost as her zoning and 22X series keeping her extremely safe. these 2 teams have great pressure with countless frame traps and tricks not to mention annoying high lows which are ridiculously deceptive (lambda's 6c and Dlanor's F.5c). once the opponent is under their pressure you will surely wear their minds down with the intense amount of frame traps and deceptive high/lows 50/50. total HP: 8100

Combos

dlanor does not have much variety for combos but most of her combos do huge damage anyway. combos aren't very easy to perform sometimes due to distancing problems however in the corner this can be fixed by simply doing a 623a. these are her most important and useful combo's.

leadins


you can start a combo from the following.

  • J9.C>J9.B normal combo starter that deals good damage. normal leadin.

Meterless Combos


  • 5B>2B>2C>63214C>(2C ground hit) - 1155 (1286) Damage. in the corner it is recommendable to do a 623a after the 2c to deal more damage and to ensure that the combo will perform.
  • 6B>6B>63214C>(2C ground hit) - Opponent must be in aerial state - 934 (1079) Damage.
  • 6B>5B>5C>J.9B>J.9C>J63214X - opponent must be in aerial state. rather hard to perform but it deals very high damage so may be worth it. recommended to do in corner but it is possible to do midscreen just that its very very hard to do midscreen.

Meter Combos


  • 5B>2B>2C>63214AB>(2C OTG) - 1380 (1511) Damage.
  • '5B>2B>2C>META>641236c>63214X>(2C OTG) - 1700 with normal 63214 series. 2000 with 63214EX. corner only.
  • '5B>2B>2C>META>6c>641236c>63214 series>(2C OTG) - 2000 damage with normal command grab 2200 damage with EX version. rather hard but work near the corner and in the corner making it a bit more flexible than the above. does very high damage.
  • 5B>2B>2C>META>j.C 63214AB - 1838 Damage.
  • 5B>2B>2C>236236C>236236C>63214AB (2C OTG) - 2972 (3103) Damage. 236236C>63214AB is corner only.
  • anti air 6B>6B>63214AB>(2C OTG) - Opponent must be in aerial state - 1159 (1304) Damage.
  • anti air 6B>6B>236236C>236236C>63214AB>(2C ground hit) - 2751 (2896) Damage. 236236C>63214AB is corner only.
  • anti air 6B>J9.B>J9.C>j63214B>(2c OTG)- easy and practical.
  • F.5c>meta declare>6c>641236c>63214AB>(2c OTG)- a good high damaging combo. corner only however.


Off Tag


The following follow-ups are possible off a knockdown move > attack touch. all combos' here are started with battler's 2c.

  • 63214 series - 800 damage. decent however the below is better.
  • 5C>sj.9BC>j.63214 series - 1450 damage. huge damage and knocks down. and amazing attack touch finisher. rather unreliable and character specific however.
  • 66 5B>5C>63214 series - 1100 damage. reliable and high damage. should be used in matches as often as possible on attack touch.


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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