Fenrir

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It's blanka

Background[edit]

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Introduction[edit]

A tricky character that rips off chunks of damage with swift, distance closing movements. He has plenty of moves that get him around projectiles and can instantly reach his opponent to put them in a defensive position. Coupled with damage-dealing Rekkas, canceling his normals by dashes to approach and retreat, and possibly the best couple of throws in the game, he's a real pain to deal with.

His uniqueness comes from the only character in the game to have charge moves, which increase his options. At the same time, however, rather than having normal chains, only a handful of his moves string together and those that can chain are not special cancellable.

Normals[edit]

5A
DB Fenrir 5A.png
Damage Guard Startup Adv Hit Adv Block
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A quick bite with short range. Special and dash cancellable.


4A
DB Fenrir 4A.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Rapid-fire jab. Can link into 5A on counter-hit. Cancels into EX and Super only.


6A
DB Fenrir 6A.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Quick, thrusting poke. Links into 6B. Cancels into EX and Super only.


5B
DB Fenrir 5B.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Big bite. Special and dash cancellable.


6B
DB Fenrir 6B.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Strong, thrusting poke. Cancels into EX and Super only.


2A
DB Fenrir 2A.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

A low and quick bite with short range. Chains into 2B. Special and dash cancellable.


1A
DB Fenrir 1A.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Rapid-fire low jab. Cancels into EX and Super only.


2B
DB Fenrir 2B.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Low Sweep. Cancels into EX and Super only.


JA
DB Fenrir JA.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Standard jumping normal with small hit-box. Cross-up.


J[7/8/9]A
DB Fenrir JA 2.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Straight chop. Decent falling hit-box.


JB
DB Fenrir JB.png
Damage Guard Startup Adv Hit Adv Block
- - - - -

Jumping big bite. Good AA hit-box.

Special Moves[edit]

236A: Beast Rekka A

  • Initial strike hits low, and is safe on block.

236B: Beast Rekka B

  • Initial strike is better for standing opponents.
  • Final hit bounces opponent higher.

236C: EX Beast Rekka

  • Has an armor point.
  • First hit is VERY safe on block.
  • Bounces high enough to continue combo.

214A Flipping Slash A

  • Overhead.
  • Can avoid low attacks.

214B Flipping Slash B

  • Overhead.
  • Greater travel distance and height.
  • Avoids many attacks, such as fireballs.

214C Flipping Slash EX

  • A lunging attack that immediately closes the distance between He and the opponent.
  • In other words, instantly punish projectiles and some normals.
  • Can be used in the air.
  • Overhead.
  • Flips opponent into the air on standing and jumping opponents, making it a great confirm.
  • Hits grounded opponents as well. One of the game's only OTGs.

623A Lightning A

  • AA with fast start-up and great vertical hit-box.
  • Opponent can air tech.


623B Lightning B

  • A lingering ball of lightning.
  • Lasts a while and causes a hard knock down.
  • Sends opponent across the screen.
  • Can be ducked under.

623C EX Lightning

  • 2-hit variant of Lightning A.
  • Pushes opponent back on block.
  • Launching opponent high on hit.

[4]6A: Surprise Slide

  • Fast low that knocks down.
  • Contains several active frames. Safer the later it hits.

[4]6B: Fenroll

  • Knocks down on hit.
  • Flips away on block, making it harder to punish.
  • Can cross-up rising opponents.
  • Can act immediately once the animation ends.

[4]6C Lunging Leap

  • Performs a leaping move that closes in on the opponent from any distance.
  • Can immediately act after touching the ground.

Super Moves[edit]

236236A Combo-focused Super that ends mid-screen. Very strong.

  • Opponent can fall out if juggled too long.

Awaken Art - 236236B Diving super that knocks down.

  • Must be standing close to the opponent to connect. Does not auto-track.
  • Difficult to combo.
  • Complete invincibility.

General Strategy[edit]

Combos[edit]

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