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.
Introduction
Health = 1500
Strengths
Weaknesses
Long range normals allows Dlanor to pressure opponents with her superior spacing capabilities.
High health
Very good ability
Good damage potential with command grab
Terrible movement and extremely slow normals
Only has one tool to deal with zoners
Ability
Armor Boost - Reduces damage taken by 50%. Command grabs are unaffected by this ability.
Move List
Normal Moves
Standing
5A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
66
x
4
3
5
HL
(J), Special, SP, Meta
+2
+2
x
Dlanor swipes forward with her hand.
Whiffs on crouching opponents.
Toggle Hitboxes
Toggle Hitboxes
c.5B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
150
x
7
6
8
HL
(J), Special, SP, Meta
+2
±0
x
Dlanor stabs forward with her dagger of blue truth.
Toggle Hitboxes
Toggle Hitboxes
f.5B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
186
x
11
3
13
HL
(J), Special, SP, Meta
±0
-2
x
Dlanor makes a wide horizontal slash with her longsword.
Toggle Hitboxes
Toggle Hitboxes
6B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
210
x
9
5
17
HL
(J), Special, SP, Meta
-6
-8
x
Dlanor swings her long-sword upwards.
Launches opponent into a juggle state if it hits an airborne opponent.
Toggle Hitboxes
Toggle Hitboxes
c.5C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
315
x
16
4
18[16]
HL
(J), Special, SP, Meta, Dash
+3
+5
x
Dlanor swings her long-sword down on the opponent.
Cannot be GTed at the first stage.
Toggle Hitboxes
Toggle Hitboxes
f.5C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
384
x
16
2
21[17]
L
Meta
KD
+4
x
Dlanor makes a slash downwards with her longsword.
Cannot be canceled into another normal or special afterwards.
Cannot be GTed.
Toggle Hitboxes
Toggle Hitboxes
6C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
330
x
25
2
12
H
Meta
WS
+8
x
Dlanor makes a downward slash with her longsword and dagger simultaneously.
Hits overhead
Toggle Hitboxes
Toggle Hitboxes
Crouching
2A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
69
x
6
5
5
HL
Special, SP, Meta
±0
±0
x
Dlanor swipes with her gauntlet hand.
Toggle Hitboxes
Toggle Hitboxes
2B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
186
-
8
1
17
L
Special, SP, Meta
-2
-4
x
Dlanor swings her sword horizontally while crouching, rather low to the ground.
Toggle Hitboxes
Toggle Hitboxes
2C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
264
-
13
3
19
L
Special, SP, Meta
KD
±0
x
Dlanor sweeps the opponent off their feet with her longsword.
Toggle Hitboxes
Toggle Hitboxes
Jumping
j.A
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
60
x
5
12
6
H
Special, SP
?
?
x
Dlanor sticks her dagger out in a down-forward direction.
Toggle Hitboxes
Toggle Hitboxes
j.8B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
165
x
8
6
10
H
Special, SP
?
?
x
Dlanor jabs her sword upwards.
Toggle Hitboxes
Toggle Hitboxes
j.7/9B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
150
-
8
6
6
H
Special, SP
?
?
x
Dlanor stabs forward with her sword.
Toggle Hitboxes
Toggle Hitboxes
j.8C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
270
-
11
4
12
H
Special, SP
?
?
x
Dlanor swings her longsword horizontally.
Toggle Hitboxes
Toggle Hitboxes
j.7/9C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
294
-
12
5
11
H
Special, SP
?
?
x
Dlanor swings her sword downwards.
Toggle Hitboxes
Toggle Hitboxes
Throw
Throw B+C
Whiff animation
Whiff animation
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
360
-
0-1
x
30 (if whiffed)
UNB
-
-
-
x
Dlanor grabs the opponent and knocks them to the ground, walking all over them.
Dlanor summons Cornelia, who produces a shield for her which negates most projectiles.
Does not negate Rosa's shotgun, Virgilia's Gungnir, nor any projectiles that have similar properties.
Cornelia stays in the field forever unless she is manually dismissed by repeating the input, Dlanor takes a hit, or Dlanor performs her Meta Super.
Dlanor cannot perform 623A+B while Cornelia is present.
While Cornelia is out, damage done to Dlanor's Break Limit is reduced by 25%.
Kirsch Eisen (Cherry Iron) 「キルシュアイゼン」 623A/B/C
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A
99
x
15
16
16
HL
-
?
?
x
Dlanor charges forward a certain distance, gaining autoguard for a short time at startup.
Distance traveled is dependent on button pressed.
Dlanor will not stop her forward momentum even if she hits the opponent.
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B
123
x
15
16
15
HL
-
?
?
x
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C
147
x
15
16
14
HL
-
?
?
x
The Knox Decalogue 「ノックス十戒」 63214A/B/C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
600/495
x
1
4
?
UNB, HL
-
KD
x
x
Dlanor grabs the opponent, jumps in the air, and impales them with her sword. Knocks down.
In addition to being a normal grab on frame 1, it functions as a hitgrab on frame 5. The hitgrab part has more range, but does less damage and is -2 on block.
Because part of it has a hit, you can combo into it. Its damage is not reduced by combo count, making it an excellent ender.
Despite not having any inv, can be used as a reversal as it grabs on frame 1 and grab checks happen before hit checks.
Turm Träne (Tower Tear) 「トゥルムトレーネ」 j.63214A/B/C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
562
x
1
5
?
UNB
-
KD
x
x
Dlanor grabs the opponent in the air, stabs them with her longsword and slams them into the ground.
Will never hit or grab grounded opponents.
Depending on button pressed, Dlanor will launch herself a very small distance into the air before grabbing.
Like the ground throw, its damage is not reduced by combo count, so it's a great ender. It's more damaging than the ground version, but harder to follow up off of if not done in the corner.
Dlanor summons both Gertrude and Cornelia, using their shielding to extend her charge distance to almost fully across the screen.
Dlanor is fully invincible during the animation.
This move cannot be used if either Cornelia or Gertrude are present.
The Knox Decalogue: Original 「ノックス十戒・原典」 63214A+B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
810/720
x
1
4
?
UNB
-
KD
x
x
Dlanor grabs the opponent, jumps higher into the air, then impales them with her sword. Knocks down.
All the utility of the normal version, but the hitgrab part is moved from frame 5 to frame 1, allowing it to catch people out of jump startup and function as a reversal even if the opponent is not in throw range.
Still doesn't have any invincible frames, so if used as a reversal against meaty attacks if grab part doesn't hit it will simply trade and you won't transition to the hitgrab part (but they probably won't get a followup either).
Very good after sliding into throw range with a dashing meta declare; you can use the meta flash time to visually confirm if the opponent is in jump startup and use this to catch them, or go for the normal version if they aren't and you want to save meter + the extra damage won't kill them.
Dlanor does a command grab in the air, impaling the opponent and spinning them around before slamming them to the ground.
Will never hit or grab grounded opponents.
Like the other grabs, its damage doesn't scale with hitcount. Generally Dlanor's strongest combo ender.
Recovers faster than j.63214A/B/C on hit, giving more advantage in the corner (enough to OTG with 2C after it if you want.) Also sends the opponent further away midscreen, though, and the time needed to dash up afterward means you still don't get a setup there.
Level 2 Super
Roter Schlüssel (Red Key) 「ロートシュリュッセル」 236236C
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
762
-
?
?
?
HL
-
KD
?
x
Dlanor jumps forward and slams her sword on the ground knocking back the opponent.
Does very high stun damage to the opponent.
Can link a 63214x or another SP2 if done in the corner.
Can also knock lying opponents off the ground.
Toggle Hitboxes
Toggle Hitboxes
Meta Super
Heilig Todesurteil (Holy Death Sentence) 「ヘイリッヒ・トーデスルタイル」 641236C during MetaWorld
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
634
-
?
?
?
HL
-
KD
?
x
Dlanor charges forward a short distance. If it lands, a cutscene plays as she does her infamous "Die the Deaths" scene, knocking the opponent back.
Can link a 63214x afterwards if done in the corner.
Princess Moves
Standing
Standing Auto Combo
5A
5A
5AA
5AA
5AAA
5AAA
5AAAA
5AAAA
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
66
x
4
3
5
HL
(J), Special, SP, Meta
+2
+2
x
Dlanor swipes forward with her hand.
Whiffs on crouching opponents.
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
150
x
7
6
8
HL
(J), Special, SP, Meta
+2
±0
x
Dlanor stabs forward with her dagger of blue truth.
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
264
-
13
3
19
L
Special, SP, Meta
KD
±0
x
Dlanor sweeps the opponent off their feet with her longsword.
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
330
x
25
2
12
H
Special, SP, Meta
WS
+8
x
Dlanor makes a downward slash with her longsword and dagger simultaneously.
Hits overhead
Really HighDamage AutoCombo
In corner can be linked in 5A
4A
Go on child and make the 50/50
Go on child and make the 50/50
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
330
x
25
2
12
H
Special, SP, Meta
WS
+8
x
Dlanor makes a downward slash with her longsword and dagger simultaneously.
Hits overhead
HighDamage Starter
In corner can be linked in 5A
crouching
Crouching Auto Combo
5A
5A
5AA
5AA
5AAA
5AAA
5AAAA
5AAAA
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
69
x
6
5
5
HL
Special, SP, Meta
±0
±0
x
Dlanor swipes with her gauntlet hand.
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
186
-
8
1
17
L
Special, SP, Meta
-2
-4
x
Dlanor swings her sword horizontally while crouching, rather low to the ground.
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
264
-
13
3
19
L
Special, SP, Meta
KD
±0
x
Dlanor sweeps the opponent off their feet with her longsword.
In corner can be linked in 5A
Easily punished by Guard Touch
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
B
123
x
15
16
15
HL
-
?
?
x
Sometimes can be linked in 5B
3A
The other 50/50
The other 50/50
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
264
-
13
3
19
L
Special, SP, Meta
KD
±0
x
Dlanor sweeps the opponent off their feet with her longsword.
In Corner can be linked in 5A
Can be +1 on block (Does not change anything, but +1 it's +1)
Easily punished by Guard Touch
Jumping
Neutral Jumping Auto Combo
j.8A
j.8A
j.8AA
j.8AA
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
165
x
8
6
10
H
Special, SP
?
?
x
Dlanor jabs her sword upwards.
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
270
-
11
4
12
H
Special, SP
?
?
x
Dlanor swings her longsword horizontally.
7/9 Jumping Auto Combo
j.79A
j.79A
j.79AA
j.79AA
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
150
-
8
6
6
H
Special, SP
?
?
x
Dlanor stabs forward with her sword.
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
294
-
12
5
11
H
Special, SP
?
?
x
Dlanor swings her sword downwards.
j.2A
Another weird 50/50
Another weird 50/50
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
294
-
12
5
11
H
Special, SP
?
?
x
Dlanor swings her sword downwards.
One of the most powerful normal in the game, but in princess mode can be more dangerous for the simple reason that this move can be done in any jump input, then 6628j.2A it's a 50/50 that can even be whiffed and gain attempt to command grab.
It's a safe jump after the command grab.
Can be cancelled in j.4B to maintain momentum or cancel the recoverys frame and create a new 50/50 situation.
Can be cancelled in j.5B to bait throw OS and gain a full combo punish.
Can be whiffed to bait Guard Touch and gain a full punish because of the input will become the Normal Touch.
Can cross up + whiffed to bait the Assault Touch input and gain a full punishment because the input will become the Normal Touch.
Repeat
It's the best spot that Dlanor can be and be done in anywhere the screen after the command grab, even in the corner.
Backdash loses to all these options.
Notes: In Normal Mode, this 50/50 is possible, but much worse than in Princess Mode, needs to be REALLY PERFECT and cannot be done in neutral jump.
Dlanor summons Cornelia, who produces a shield for her which negates most projectiles.
Does not negate Rosa's shotgun, Virgilia's Gungnir, nor any projectiles that have similar properties.
Cornelia stays in the field forever unless she is manually dismissed by repeating the input, Dlanor takes a hit, or Dlanor performs her Meta Super.
Dlanor cannot perform 6A+B while Cornelia is present.
While Cornelia is out, damage done to Dlanor's Break Limit is reduced by 25%.
Kirsch Eisen (Cherry Iron) 「キルシュアイゼン」 4B/6B
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
A
99
x
15
16
16
HL
-
?
?
x
Dlanor charges forward a certain distance, gaining autoguard for a short time at startup.
Distance traveled is dependent on the direction pressed.
Dlanor will not stop her forward momentum even if she hits the opponent.
Very easy to abuse in neutral.
Really good option after Dash.
- on hit if very close
+ on block if very far away
Safe on block in any situation
Version
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
C
147
x
15
16
14
HL
-
?
?
x
UNSAFE on hit if very close
+ on block if very far
- on hit depends for the distance (but the command grab resolve this problem)
The Knox Decalogue 「ノックス十戒」 5B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
600/495
x
1
4
?
UNB, HL
-
KD
x
x
Dlanor grabs the opponent, jumps in the air, and impales them with her sword. Knocks down.
THE BEST SPECIAL BUTTON OF ALL PRINCESS MODE, it's extremely powerful to use her stupid command grab with 1 button to create a 50/50 situation.
Really easy to abuse in neutral.
Dash Grab situation is even more powerful.
Can be used as an anti-air, but it's only decent, use j.5B instead.
In addition to being a normal grab on frame 1, it works as a hitgrab on frame 5. The hitgrab part has more range, but does less damage and is -2 on block.
Because part of it has a hit, you can combo into it. Its damage is not reduced by combo count, making it an excellent ender.
Despite having no inv, can be used as a reversal as it grabs on frame 1 and grab checks happen before hit checks, BUT needs to be 1 frame perfect to be used as a reversal (Princess Mode stuff).
Turm Träne (Tower Tear) 「トゥルムトレーネ」 j.4B/j.5B/j.6B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
562
x
1
5
?
UNB
-
KD
x
x
Dlanor grabs the opponent in the air, stabs them with her longsword and slams them into the ground.
Will never hit or grab grounded opponents.
Depending on which button you press, Dlanor may or may not launch herself a small distance into the air before grabbing.
Like the ground throw, its damage is not reduced by combo count, so it's a great ender. It's more damaging than the ground version, but harder to follow up off of if not done in the corner.
Since Dlanor loses her anti-air button, j.5B will save you a lot of time with the easy access command grab in Princess mode.
Can be done really close to the ground, a really good option for crazy scrambles
Dlanor summons both Gertrude and Cornelia, using their shielding to extend her charge distance to almost fully across the screen.
Dlanor is almost full invincible during the animation, it's really hard to punish.
This move cannot be used if either Cornelia or Gertrude are present.
Really easy acess to skip neutral and gain a corner carry
Really good reversal, can counter play a lot of Meta supers and specials.
The Knox Decalogue: Original 「ノックス十戒・原典」 5A+B
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
810/720
x
1
4
?
UNB
-
KD
x
x
Dlanor grabs the opponent, jumps higher into the air, then impales them with her sword. Knocks down.
All the utility of the normal version, but the hitgrab part is moved from frame 5 to frame 1, allowing it to catch people out of jump startup and function as a reversal even if the opponent is not in throw range.
Still doesn't have any invincible frames, so if used as a reversal against meaty attacks if grab part doesn't hit it will simply trade and you won't transition to the hitgrab part (but they probably won't get a followup either and it's very hard to use as a reversal in Princess Mode).
Very good after sliding into throw range with a dashing meta declare; you can use the meta flash time to visually confirm if the opponent is in jump startup and use this to catch them, or go for the normal version if they aren't and you want to save meter + the extra damage won't kill them.
Dlanor does a command grab in the air, impaling the opponent and spinning them around before slamming them to the ground.
Will never hit or grab grounded opponents.
Like the other grabs, its damage doesn't scale with hitcount. Generally Dlanor's strongest combo ender.
Recovers faster than j.5B on hit, giving more advantage in the corner (enough to OTG with 2C after it if you want.) Also sends the opponent further away midscreen, though, and the time needed to dash up afterward means you still don't get a setup there.
Can be use as an air-to-air option.
Level 2 Super
Roter Schlüssel (Red Key) 「ロートシュリュッセル」 Hold [A]
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
762
-
?
?
?
HL
-
KD
?
x
Dlanor jumps forward and slams her sword on the ground knocking back the opponent.
Does very high stun damage to the opponent.
Can be use in middle screen after the standing autocombo, because you can Dash holding [A]
Can link a 5B or 5SP or another SP2 if done in the corner.
Can also knock lying opponents off the ground.
Really easy combo extension
Meta Super
Heilig Todesurteil (Holy Death Sentence) 「ヘイリッヒ・トーデスルタイル」 A+B+C during MetaWorld
Damage
RecDamage
Startup
Active
Recovery
Guard
Cancel
Adv Hit
Adv Block
Invul
634
-
?
?
?
HL
-
KD
?
x
Dlanor charges forward a short distance. If it lands, a cutscene plays as she does her infamous "Die the Deaths" scene, knocking the opponent back.
Can link a 5B afterwards if done in the corner.
VERY VERY VERY EASY to abuse in princess mode, A+B+C.
Can dash before activation to gain some momentum, and it's really important to use it after the combo ends for shorten the distance.
Can take more than half a bar of chip damage just by repeating this move.
Dlanor is a grappler whose gameplan revolves around her 63214X command throws, which are fast, deal very high unscaled damage, function as threatening reversal options and lead to effective okizeme even midscreen.
Dlanor has slow movement speed and a low jump arc. However, she has large buttons and access to several strong specialised tools with which she can assert herself in neutral;
9j.C j.B
A strong approach tool which will beat out a surprising number of options and has solid reward on hit. Less effective vs some characters whose pokes incidentally anti-air such as Will 2C. Note that j.B will tend to whiff on crouching opponents, besides on tall characters such as Beatrice, Virgilia, Ronove, Will and EVA-Beatrice.
6B
A 9f anti-air which covers an enormous space in front of and above Dlanor. Because of how high it launches on air hit, it is possible to convert even after committing to a string like 6B > 2B. All of these factors make 6B an extremely powerful poke and pre-emptive anti-air in general.
This button becomes even more powerful in meta world, where 6B > MetaSuper provides all the benefits of 6B > 2B and 6B > 623A cancels while also being extremely plus on block.
22X (Jungfrau Cornelia)
A projectile shield which floats in front of Dlanor. Though it is ineffective vs some projectiles such as Virgilia’s Gungnir (41236X) or Rosa’s rifle shots (236X), it will negate most other projectiles entirely, allowing Dlanor to move forwards through them. Importantly, however, the shield moves a little slower than Dlanor’s dash speed - so dashing for too long will cause her to move in front of it and become vulnerable to projectiles again. In addition, 22X will absorb some reversals such as Beatrice 623X if spaced correctly.
623X
Forward moving attack with one hit of armor. Though it can be difficult to time, it can potentially allow Dlanor to push through opponent pokes or projectiles like Virgilia’s Gungnir if used correctly.
The SP version is even more powerful, and can be used on reaction to many projectiles at up to 3/4 screen length away to charge through and push the opponent into the corner. Even lasers with a lot of active frames such as Battler 236SP and meta super will lose consistently to this; however, it cannot be used if 22X or 22SP is active.
Meta Declare
Dlanor’s meta declare has no unique properties of its own compared to other characters, but is nonetheless a particularly powerful tool for her in neutral (as well as in pressure and defense). By declaring mid-dash, she will slide forwards during the declare freeze, putting her closer to the opponent – if close enough, her 63214X is guaranteed to hit if the opponent wasn’t already jumping, with no counterplay possible for the opponent. If the opponent is already airborne, declare freeze gives you plenty of time to visually confirm the situation and choose an appropriate option, from 5A and 6B to 63214SP or even tk.63214X/SP depending on their height, spacing and current action.
Additionally, it is important to keep in mind normal touch and assault touch as neutral options. Both will activate Dlanor’s Armor Boost and bring in her partner, who will ideally be able to cover for the matchups and neutral situations that Dlanor struggles in. Armor Boost aids in this, skewing risk/reward in the favour of Dlanor’s partner for a full 15 seconds and enabling them to take greater risks to land a hit and attack touch Dlanor back in later.
Team Building
Feel free to edit this part of the wiki with your tips/strats what partners are best for Lambda to use. Remember I'm watching you.
The information displayed here is from the 2022 Team Tier List from the Ougon Discord Thus, it is open to change, but it should work as a building block for people looking for team pairing ideas. If you are a player of any of the teams and want to change anything feel free to do so.
Reasons to choose Dlanor for a team
Dlanor's ability to end combos in unscaled throw enders even vs airborne enemies makes her a very consistent damage dealer even with partners that tend to scale their combos easily. Her Armor Boost ability is an incredible passive for twisting risk/reward in your favor, moreso considering her very good normals for the archetype. Alas, Dlanor's damage by herself is not that high, and her ability to combo for her pokes is more limited than other characters with similar range. Her bad movement is also exploitable by many characters.
Anyone whose combos are on the weaker side or who like to play a bit gutsy when getting in will get particular benefit from pairing with Dlanor.
Dlanor/Ange
Unprorated damage is welcome for Ange, but there’s no reason to pick Dlanor over Rono and these two find it hard to approach certain characters.
Dlanor/Battler
Plays similarly to Bat/Shan, again there is little reason to pick Dlanor over Ronove for Battler and the combination between ArmorBoost and Resurrection is overkill.
Might be a funny team if you want to win through timeout, but Dlanor/Bern means there’s a better option even for that.
Dlanor/Black Battler
"BB’s fragility is somewhat assisted by ArmorBoost but Bat/Dlanor is a lot better since Dlanor likes to stall.
Shines neither offensively nor defensively. Bat/Eva or Bat/Rono are similar but much better.
Dlanor/Beatrice
Worse neutral and damage than Beato/Will. Can barely approach.
Dlanor appreciates the free SP2 but George or BB are better for that. Free Dlanor grabs are nice and give Beato some SP back.
Dlanor/Bernkastel
One of the most oppressive teams in the game and one of Bernkastel’s bulkiest options. 15-second ArmorBoost MetaBoost Bern is a massive obstacle to the opponent doing anything, and Dlanor is no weak link when played carefully. She can also tack on a bit of damage or stun to Bern’s combos and build meter advantage for her.
This team is SP-reliant because neither character has a reliable reversal, so you’ll be relying on MetaWorld to stay safe.
You can collect chip damage and SP and wear out the timer by spamming Dlanor’s MetaSuper, which blockstrings into itself. You can also intermittently add a surprise normal in so you actually build up guard capacity.
Compared to Will/Bern, it’s more defensive and has more room for error.
Dlanor/Chiester 410
Another Dlanor team that likes to win by timeout. 410 is hard to hit and ArmorBoost only exacerbates her frustrating bulk, and Dlanor’s large normals combined with BreakBoost gives her a kind of brute force.
Nevertheless this team struggles with damage, at least without somemeter-hungry plays from Dlanor. Dlanor doesn’t seem to have any special interaction with 410’s MetaSuper.
It’s hard to pick 410 over Bern for her here.
Dlanor/Erika
A team with a lot of staying power and unprorated damage, but Dlanor prefers Bern and Erika prefers Will.
These two can find it hard to keepmomentum. Erika’s ability also shortens ArmorBoost’s duration off of MetaDeclare, which isn’t a huge dealbreaker but it doesn’t help either.
Their somewhat unorthodox movesets don’t do a lot to complement one another, although both have fairly fast overheads and can be hard to approach for some characters.
Damage is an issue.
Dlanor/EVA-Beatrice
Hits hard and is bulky, but these two have no reason to pick each other.
Dlanor’s main damage comes from grabs which aren’t affected by Berserk.
Dlanor/George
There is no reason to pick George as the one to handle neutral for Dlanor, Battler and Bern are both much better options for speed and approaching ability.
15-second ArmorBoost is nice as always though. Dlanor’s damage pales in comparison to Beato’s in practical play.
Dlanor/Jessica
Solid, but there’s no suitable reason to pick Dlanor over Beato, or Will for that matter. This team has better defenses than either but Jess isn’t exactly built for defensive play.
Dlanor can tack on a little unprorated damage to Jess’s high damage combos that tend to stun, but she can do thisherself with chip damage from her MetaSuper, so it’s not a truly unique advantage although it is more generally usable.
ShaveBoost combined withDlanor’s MetaSuper spam blockstring is pretty funny though, and has some utility.
Dlanor/Kanon
Overshadowed by Kan/Will. Kanon doesn’t want ArmorBoost, he wants someone who can play rushdown with him. Dlanor drops momentum too often.
Dlanor/Lambdadelta
Decent bulk but Lambda isn’t really about stall despite her annoying setplay. Dlanor seems to be a straight downgrade from Will here.
Cornelia/Gertrude combined with UltraPER make Dlanor resist guardbreak, a big part of the metagame, well but these two just have no offensive synergy.
Dlanor/Lucifer
A fair dynamic but completely outclassed by Luci/Will.
Can be more defensive but this doesn’t suit Luci or her ability. No good reversal.
Dlanor/Ronove
Too slow, can barely approach, Dlanor is quite possibly the worst CounterBoost user, characters share a weakness to zoning.
Their bulk is overkill because they can’t retaliate for most of the damage they take.
Dlanor/Rosa
No gameplan, find it hard to approach, won’t keep up with fast characters. Dlanor is a terrible Detachment user.
Pretty good bulk and can play defensively kind of well.
Dlanor/Shannon
Terrible ability to approach, both are slow with limited neutrals, Dlanor can’t corner carry consistently, damage tends to fall short compared to other teams, the double defensive abilities are overkill.
Has some comeback game at least. Use Will/Shan instead if that's what you are looking for.
Dlanor/Virgilia
Far too slow but can be decent at stall. Find it very hard to approach.
No real combo synergy. Too easy to lose momentum. Dlanor sucks at corner carry.
Dlanor/Willard
Lots of unprorated damage and high potential for really long, costly, damaging combos, but Will/Eri is probably the better option for that due to Erika’s better neutral.
Neither of these two really gain much from one another’s ability; Will is a bit more of a rushdown character. Neither have a super great reversal either. *Bern probably suits Dlanor more as a high damage juggler due to ability synergy; the bit of extra unprorated damage can be left to Dlanor herself.
Combos
Feel free to edit this part of the wiki with your tips/strats on how to use Dlanor. Remember I'm watching you.
Dlanor does not have much variety when it comes to her combos, but they deal very large amounts of damage to make up for it. In particular, her j.63214X air command throws deal enormous unscaled damage, making them very strong combo enders.
Any combo using meta declare will have its SP cost listed assuming the opponent does not counterdeclare. Be aware of opponent meter and the actual cost of meta declaring when using these combos in games.
Notation key:
- 7/8/9sj means a highjump/superjump (performed by inputting 27, 28 or 29 in quick succession)
- > means cancelling the first move into the second.
- , means a link - wait for the first move to finish before inputting the second.
Combo
Damage
Cost
Meter Gain
Location
9j.CB land...
444
0
10%
Anywhere
The j.9C must be input at the apex of Dlanor's jump arc, otherwise the j.9B will not be able to connect. In neutral, this is an effective counter poke which will beat out a surprising number of options. Not a traditional jump in, however, as the jB will whiff on crouching opponents in most situations.
OTG 2B > 2C
200
0
Anywhere
You might need to omit the 2B if Dlanor is unable to recover in time. The later you use this OTG string in a combo, the less damage it will deal.
Very high damage character specific midscreen combo which deals an enormous amount of damage for very little effort and no meter usage. If using a 9jCB starter, omit 5B and go straight into 2B 2C. Also works on some other characters, but with very specific spacing requirements.
Midscreen only.
Character specific: works on Lucifer, Rosa, Erika, Will, Lambdadelta
Corner variation of the above combo which is significantly stable, working on a majority of the cast. Also works on some characters not listed above, but only at extremely specific spacings. 63214SP ender works on everybody and deals 1419 damage.
Corner only.
Character specific: works on Kanon, Lucifer, Ronove, Shannon, George, Jessica, Rosa, Erika, Dlanor, Will, Lambdadelta
Can also work on Battler, Chiester 410, Black Battler, Bernkastel at further spacings.
Corner carry combo into 63214X ender for okizeme. Against some thin characters such as Jessica, use j.ACB instead. Somewhat difficult, but very stable and works even from a max range 2C > declare as demonstrated in the linked video.
If you run out of SP before the 63214SP at the end, you can instead do 63214X as an ender (damage goes down to 1680). It is, however, much easier to land an SP command grab than it is to land a non-SP one.
This combo can also be performed midscreen; however, depending on the opponent, metaDeclare before metaSuper can be necessary rather than optional, and it will be impossible to land the command grab ender - reducing damage to 1185.
Higher damage variation of the above combo in case you have Meta Gauge available. If you run out of SP before the 63214SP at the end, you can instead do 63214X as an ender for 1993 damage, though this is significantly more difficult. With Beatrice as your partner, this route is obsoleted by SP2 routes thanks to Infinity SP.
An easy confirm into Dlanor's fantastic SP2. This combo is a guaranteed stun on most characters with a jump-in or if Dlanor comes in with an Attack Touch.
Dlanor's SP2 can be linked into itself for massive damage. The second SP2 will connect OTG, relaunching the opponent. Guaranteed stun on all characters.
A full resource dump to guarantee stun on any character, working from even quite far away from the corner. The dash 2B 6B not only adds a lot of extra corner carry, but adds almost 300 damage to the combo. At further spacings or for an easier combo, omit the 2B and just do dash 6B instead. With all combos using 6B into SP2, be sure to delay the SP2 a little so it doesn't whiff.
Standard 6C > meta declare combo. If not quite in corner, use 9sj instead.
Anti Air Combos
When using 6B to anti-air predictively, you can do 6B 2B to continue your string on hit or block if the opponent does not jump. If this anti-airs, 2B will whiff and recover fast enough to still allow some of the followups listed below, depending on the opponent's height and horizontal distance.
Highest damage confirm off of an anti-air 6B hit. Hitting with the entire air string is difficult - as such, you can omit the 9j.BC and go straight into the j.63214C ender, lowering the damage output to 1237.
Surprisingly stable route, provided that the second 6B hits close horizontally (regardless of height). Air throw timing depends on opponent height, but is quite easy to visually confirm.
Dlanor's easiest metered confirm off of an anti-air 6B hit. The dashes after the 6Bs are only necessary midscreen; in the corner, you can simply omit them.
Highest damage 1SP damage confirm from anti-air 6B. Quite difficult, being hard to connect depending on opponent's character, or the height and distance of the 6B hit.
Rather high damage off of an anti-air 6B, but that's not what this combo is for. This combo has amazing corner carry - it will almost always push your opponent into the corner, which is exactly where Dlanor wants them.
If you do this combo in the corner or near it and provided that you have the meter, you can further increase the damage dealt with SP2, 63214X/SP (2342/2567).
An example of an anti air route from a 6B > metasuper (whiff) starter - all of the above routes will be possible with this sort of starter depending on spacing and opponent height.
Sweep > Attack Touch
All of the combos below are performed off of a sweep → attackTouch starter. The damage numbers shown are those of Dlanor's portion only; actual practical damage values will differ based on the full starter due to damage scaling.
Corner carry/okizeme followup, sacrificing some damage compared to j.63214X enders for better 63214X okizeme. On thin characters like Jessica, do 9j.ACB instead. Learning this is highly recommended.
Maximum damage 0-1SP midscreen followup. Also works in the corner vs most characters, dropping only on thin characters like Jessica and Lambdadelta. If close to but not quite in corner, end with dash 63214X/SP instead of j63214C/SP for a better knockdown but slightly less damage. Learning this is highly recommended.
Universal midscreen, character specific in corner.
Maximum damage 0-1SP corner followup - corner variant of the above combo. Because super jumping forwards in corner causes this to drop on some characters, we super jump backwards instead for a universal corner combo that works on everybody for no damage loss. Like the above two combos, learning this ender is highly recommended.
Much easier but still high damage 0SP or 1SP route. Input cl.5C immediately upon landing. As above, use 7sj in corner instead to prevent drops on Jessica, Lambdadelta ETC.
Resource dump into stun. Dash 2B 6B adds a lot of damage and corner carry. For an easier combo, omit dash 2B and go straight into 6B, SP2 after attack touch.
Guaranteed stun sideswap combo using the slide during meta declare. Works even at a surprising distance from the corner- if your teammate is roughly 1/3 of the stage away from the corner when attack touch is used, this combo will still work.
Slightly harder variation of the above, but it deals a fair amount more damage.
Will's SP Cancel
Willard's Ability, SP Cancel, is very useful for Dlanor, making her 623X moves much easier to combo after they hit with and enabling her to connect with two metaSupers in the corner.
Due to the way damage scaling works in this game (combos that last longer than 15 hits start to scale heavily), the second metaSuper will not actually increase the damage output exponentially - the initial hit actually hits the opponent OTG (halving the damage dealt), and by the time it actually deals its damage, even without a lead-in the combo counter is already at 46. Still, it can be useful to add just a bit more in.
There is no reason to use 623A or 623B when you have access to SP Cancel. 623C deals the most damage of all three, so it is highly recommended you use it over the others.
- In practical terms, this combo is a major reason why you'd consider Willard. Whiffing 623A to proc SP Cancel puts them in a juggle state at a time you could normally only get a throw; adding a free meta super before that throw means a massive damage increase over your damage without SP Cancel, without spending any more meter than you normally would in this situation. As a bonus, it tends to stun off of better starters; A full combo from a jump-in will stun anyone. You need to input 623A and cancel out of it very quickly so they don't land, though, and make sure not to superjump.
- This route offers a fairly significant increase in the damage you can get while pressing to the corner. If slightly further from the corner, it can still work by whiff cancelling 623C to metaSuper to pick up OTG; this lowers the damage to ~1915.
- Not more damage, but much more range, allowing you to corner carry from almost anywhere even when touch is down. Pretty meter-heavy, but very flashy.
With SP Cancel ready, 623C turns into a reasonable grounded poke, being a forward-moving armored move that you can link from and which gives pressure if blocked.