Duels of Fortune/Movement
Grounded Movement
Walking
Walking is the most basic way of moving in DoF. Walk speeds are quite variable too, with characters like Clyde being able to walk in and out ranges at their leisure and characters like Baron needing to take their steps carefully.
Forward Dashes
Forward dashes are a way to quickly move forwards and are quite strong in DoF. Forward dashes universally can be canceled into any attack or dash jumps. You cannot cancel dash into block, or any other low commit option like crouching. When you dash in DoF, you're committed to it. Beyond that, dashes are very different across the cast. While most are step dashes, some are runs, some low profile, and some characters don't even have a forward dash. This variety means how you use your dash is going to be very different depending on the character.
Back Dashes
Back dashes are mostly universal in DoF. Back dashes quickly move you away from the opponent and usually recover fairly fast. Back dashes in DoF aren't invincible, and while some are considered airborne, most aren't, meaning they mostly just exist to make space. Their total duration varies quite a bit across the cast and a couple are even cancelable, but otherwise they all work the same.
Air Movement
Jumping and Air Drift
Jumping in DoF is quite different from other fighting games. The actual input, just hitting up, is the same, but from there things already diverge. To do a back or forward jump, you must be walking that direction first. In addition, once you're in the air, you have complete aerial control of the character, similar to smash bros. This means a few characters are actually more maneuverable in the air than they are on the ground, although being in the air is still more risky overall. If you forward or back jump you'll have momentum in that direction which effects your drift. Additionally, you'll start to drift backwards if you try to do a back special in the air or air block. You can also set up incredibly ambiguous left rights using this aerial drift. Understanding and being good at controlling your air movement is quite important.
Long Jumps
A jump done out of dash. Where most games would have this be a super jump, in DoF you do a fast, long distance short hop, similar to a hyper hop from King of Fighters. Long jumps are very useful for getting avoiding attempts to check dashes, get past zoning, and do fast mixups from the neutral. Notably, once you've long jumped, you can't charge your jump arc with aerial drift. You also can't airdash, double jump, use aerial command normals, or air block.
Forward Air Dashes
Forward air dashes in DoF work just like air dashes in an anime fighter with a couple quirks. They allow a character to dash forwards through the air, and for their duration, you can't air block. They can be canceled into any air move, and as soon as you cancel it, the airdash loses it's horizontal momentum, causing the character to fall down and forward while doing whatever attack you input. Air dashes are mostly universal but a few vary and have unique aspects to them, and a few characters don't have an air dash.
Back Air Dashes
Back air dashes differ from forward ones in DoF in a few key ways. First, with exceptions, they move slightly downwards as well as backwards, meaning they tend to get you back to the ground before their total duration is over. Additionally, once again with exceptions, they are uncancelable. This means back air dashes tend to only be for making space from the opponent, as there's not much else you can actually use them for.
Double Jumping
Unlike anime fighters, most of the cast in DoF cannot double jump. The exceptions are Annie and Guy, of which Guy can only do while caffeinated. This makes it a rather exclusive movement option that will be described in more depth on their respective character pages.