DNFD/Troubleshooter/Combos

From Dustloop Wiki
 Troubleshooter
Combo Notation GuideCharacter Name Abbreviations
7 7 8 8 9 9
4 4 5 5 6 6
1 1 2 2 3 3
Numbers represent direction on a keyboard numpad. For example, 236+MS becomes 236M.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link To perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = Cancel To bypass the remaining time or frames in an action by proceeding directly into another action. the previous special into a follow-up special.
dl./delay = Delay the following move.
whiff/(whiff) = The move must whiff (not hit).
c. = Close
f. = Far
j. = Jumping/Aerial
hj./sj. = High Jump/Super Jump
jc = Jump Cancel
hjc/sjc = High Jump Cancel/Super Jump Cancel
dc/adc = Dash Cancel/Air Dash Cancel
CH = Counter Hit
AA = Anti-Air
IAS = Instant Air Special
[X] = Hold input.
]X[ = Release input.
(move) = Move is optional.
[X] or [Y] = Perform sequence X or Y.
[sequence] xN = Repeat sequence N amount of times.
(N) = Hit N of a move or move must deal N amount of hits.
cc/cv = Conversion Cancel
BAT =  Battle Mage
BRZ =  Berserker
MBR =  Brawler
CRS =  Crusader
DRK =  Dragon Knight
ENC =  Enchantress
GHO =  Ghostblade
GRP =  Grappler
HIT =  Hitman
INQ =  Inquisitor
KNO =  Kunoichi
FLA =  Launcher
LOS =  Lost Warrior
MON =  Monk
RNG =  Ranger
SRK =  Striker
SWI =  Swift Master
TRO =  Troubleshooter
VNG =  Vanguard
SPC =  Spectre

Read First

  • GOF is the abbreviation of Get On fire which is used to indicate Awakening follow ups are used in a combo. These follow ups can be used off any M moves in awakening except 236MMDNFD Troubleshooter 236M.pngGuardAllStartup26RecoveryAdvantage-17 because that animation is being used for the follow ups. Simply pressing M again after the M move has been used will activate the follow up.

Beginner Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible. They:
  • Work against every, or almost every, character in the game
  • Can be performed from most positions in the play area
  • Require few adjustments, and if any are required they are simple

REPLACEME

Beginner Universal All Positions ComboA simple, reliable confirm that sets up oki.
Very Easy

Chain Starter > 5S(2) > 5M~M~M
Day 1 Combo. This combo is available from all chains, regardless of screen positioning, and has a very low mana cost. While not ideal, this combo works well as a hit confirm from any point in Troubleshooter's Blockstrings, and gives him enough time to either meaty the opponent afterwards or use 4S for self-buffs.

  • This combo consumes 60 Mana.
  • This combo does 217 Damage.

REPLACEME

Beginner Universal All Positions Combo VariantA variant for when the opponent is just out of range of your 5M.
Very Easy

Chain Starter > 5S(2) > 236M~M
A variant of the previous combo that does a little more damage and hits more reliably at longer ranges at the cost of more mana. This combo gives less reward than the previous one, but the wallbounce from 236M gives Troubleshooter enough time to either use 4S for self-buffs or run towards the opponent for oki.

  • This combo consumes 80 Mana.
  • This combo does 221 Damage.

REPLACEME

Beginner Universal B Starter ConfirmA reliable confirm from B normals. Bigger starter, bigger damage.
Very Easy to Easy


2B/5B > 2S > 6S > Run > 5S(2) > 6S > 236M~M
A combo with solid damage and decent corner carry due to 236M.

If the opponent reaches the corner after being hit with 236M, this combo can be extended by going into j.M > Run > 2B > 623M for 363 Damage.

  • This combo consumes 80 Mana.
  • This combo does 329 Damage with 5B starter, 319 with 2B starter.

REPLACEME

Beginner Universal B Starter Corner ComboA high damaging corner combo for when you need damage above all else.
Easy

2B/5B > 2S > 6S , 2S > 236M~M, j.M, Run > 2B > 623M
A high damaging combo for when you're right in the corner.

The 2S pickup after 6S must be delayed slightly for the combo to connect. If delayed too much, however, the subsequent 236M~M's final shot is prone to missing. It is much better to delay too much than delay too little to avoid being punished.

  • This combo consumes 100 Mana.
  • This combo does 399 Damage with 5B starter, and 389 with 2B starter.

Core Combos

Intermediate.png Core combos balance potency with consistency. They:
  • Work against most characters of a selected weight or hurt box type
  • May require moderate adjustments to account for variables such as screen position, hit count, resources, and opposing character
  • Are expected to be consistently performable by most intermediate and advanced players who main the character

REPLACEME

Universal Corner Carry Combobasic bnb
Easy


2B > 5MMM > dash cancel > 2B > 5MMM > dash cancel > 2B > 5S > 5M
Basic combo that gives you corner carry and ends in a hard knockdown. If you have enough mp you can end in 4M but i wouldn't do that unless you have more than enough mp because net pick up combos can't be adjusted for low mp due to bad untech time from net explosion hit.


corner drink combocombos into drink
Medium


2S > 6S > 4S > 5MMM > Dash Cancel > 5MMM > Dash Cancel > 2B > 5S > 5M or 4M
Simple combo that allows to combo into drink mid combo for extra damage and mp.

Combo Theory

This theory is out of date but the microdash net pick ups still applies for high damage enders so it isn't outright deleted till I can write up a better one. But for now they are filled with 5MMM rekkas.

The 2 main components of maximizing Trouble Shooter's damage in combos are 5M > j.M extensions and 4M/214M > 66 2A extensions. Both offer generous windows to follow up on after the fact and allow for greater corner carry. While 5M > j.M can be done essentially any time, anywhere on screen provided Trouble Shooter is close enough to connect the j.M, 4M/214M > 66 2A is much more dependent on the proper positioning, requiring the opponent to both be high enough in the air when hit by the shotgun blast as well as being close enough to the net that gets thrown down that they won't recover before the section they are on top of explodes. The two easiest ways to set up these conditions are 5S (2) up close or 2S into a delayed 4M/214M. In the corner regardless of starter you will usually be able to make use of 4M/214M > 66 2A as an extension but midscreen will require more specific routes and will often need you to be much closer than 5M > j.M does to combo properly, and at the ranges that you can use 4M/214M > 66 2A you can just as well use 5M > j.M if you aren't comfortable with the microdash 2A. Both of these extensions become quite a bit easier when in Awakening thanks to the buffs that all of Trouble Shooter's M moves get. At that point as well, 6M/236M becomes a nearly full screen combo starter as the wallbounce allows you to pick up the opponent with a j.M into whatever combo you want. Aside from those 2 important extensions it's worth noting that effective use of 4S for the damage buff, but more importantly white health to freely use conversion, can open up Trouble Shooter's combos to ridiculous levels.

Specialized Combos

Advanced.png Specialized combos are advanced routes which require more knowledge and awareness, but offer advantages over core routes. They:
  • Can have any number or combination of requirements and conditions—character, spacing, hit count, resource, or situation specific
  • Offer some advantage over core routes; be that in damage, corner carry, okizeme, meter gain, etc.
  • Might not necessarily be harder than core combos, but require more specific circumstances and knowledge to execute

REPLACEME

Miscellaneous Combos

REPLACEME

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