DNFD/Vanguard/Combos

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< DNFD‎ | Vanguard
 Vanguard
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

Combo Theory

Vanguard is a long-range heavy-hitter, being able to easily convert from almost anywhere on screen for massive amounts of damage.
He is also extremely mana-efficient, with most optimal combos being possible starting at just 100 mana. Wow!

All S starters except 2SDNFD Vanguard 2S.pngGuardMidStartup14RecoveryAdvantage-12 are practically the same. 2S generally makes 5MDNFD Vanguard 5M 1.pngGuardMidStartup21RecoveryAdvantage-5 follow-ups awkward, so in most cases it is preferred to route into j.MDNFD Vanguard jM 1.pngGuardMidStartup15,16RecoveryUntil landing+18Advantage+2 dc into more Skills.
The main idea is to just land as many Skills as possible before going into 5M~2MDNFD Vanguard 5M2M.pngGuardMidStartup28RecoveryAdvantage-7, while still keeping them in range for the follow-up OTG.

Though you can almost always continue a combo after 5M~2M, sometimes it's best to stop early, before granting your opponent their Awakening Passive.
This HKD gives you enough time to safe jump by forward-jumping twice and using j.BDNFD Vanguard jB.pngGuardHighStartup10RecoveryUntil landing(+3)Advantage-.

Intro/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

Intro 5A/5B/5S Starters

These all work from round-start range. Keeping it short ensures that you won't be too far for the later hits to connect.
These are not just beginner combos! They will always continue to be useful!

Combo Damage MP Start MP Gain Works On Difficulty Notes Video
5A > 5B > 2B > 5M(1)~6M 169 100 ≈ -60 Everyone Easy Far, Simple, Useful
5B > 2B > 5M~6M 234 100 ≈ -60 Everyone Easy Far, Simple, Useful
5S > 6S > 4S > 5M~6M 322 100 ≈ -60 Everyone Easy Very Far, Simple, Useful

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

Core 5S Combo

Though there are many variants and extensions, this is the most common sequence. It makes use of dc j.M, which is a crucial part of Vanguard's combos.

Combo Damage MP Start MP Gain Works On Difficulty Notes Video
5S > 6S > 4S > 2S jc j.M dc 5S > 6S > 4S > 5M~2M 433 100 ≈ -30 Everyone Easy Far, Core Combo

Read First

  • Instead of listing every single possible combo, this practical list aims to show you Vanguard's "Combo Rules". Knowing these rules should allow you to improvise as needed.
  • The combos in the "Anywhere" tab can also work in the corner. The combos you find in the "Corner-Only" tab are often just slight optimizations made possible by the position.
  • Some of Vanguard's combos may need to be omit hits to keep the opponent close enough or unable to tech out for the rest of the combo. Common hits to omit are the second hit of 5M, the first hit of j.S, and the 5S in a Skill chain.

Practical Combos

5A/2A Starters

Starting Position:

¹Skipping 5B when possible makes for better overall scaling.

²At farther ranges, adjust to 4S > 6S

5B/2B Starters

Starting Position:

Combo Damage MP Start MP Gain Works On Difficulty Notes Video
2B > 236M, dash 5B > 2B > 236M 282 100 ≈ -95 Everyone Easy Very Far
2B > 236M > cc > dash 2S > dl 6S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M((1) > Super) 420 (605) 100 ≈ -95 Everyone Medium Very Far, Conversion, Super Ender
(5B)* > 2B > 236M, dash 5S > 4S > 6S > 214M, 4S > 214M, 4S > 5M~6M 479/508 100 ≈ -95 Everyone Medium Close, Midscreen To Corner
(5B)* > 2B > 5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) 433 (618) 100 ≈ -120 Everyone Medium Close, Mana Dump, Exhaustion, Super Ender
AA 5B > 236M, dash 5.S > 4S > 6S > 2S jc j.M dc 4S > 2S jc j.M dc 2S jc j.M 465 100 ≈ -110 Everyone Medium Close, Anti-Air
AA 5B > 5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) 433 (618) 100 ≈ -120 Everyone Medium Close, Mana Dump, Exhaustion, Super Ender
Combo Damage MP Start MP Gain Works On Difficulty Notes Video
(5B)* > 2B > 236M, dash 5S > 6S > 4S > 214M, 4S > 214M, 4S > 5M~6M 479/508 100 ≈ -95 Everyone Medium Mid
(5B)* > 2B > 5M~2M, dash OTG j.S > 6S > 5S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M (> Super) 423 (623) 100 ≈ -135 Everyone Medium Mid, Mana Dump, Exhaustion, Super Ender
AA 5B > 236M, 5S > 6S > 4S > 214M, 4S > 214M, j.M, 4S > 2S jc j.M 476 100 ≈ -85 Everyone Medium Mid
AA 5B > 5M~2M, dash OTG j.S > 6S > 5S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M (> Super) 423 (623) 100 ≈ -135 Everyone Medium Mid, Mana Dump, Exhaustion, Super Ender

*Skipping 5B when possible makes for better overall scaling.

Skill Starters

Starting Position:

Combo Damage MP Start MP Gain Works On Difficulty Notes Video
5S > 6S > 236M 256 100 ≈ -40 Everyone Easy Very Far
[ 5S > 6S > 4S > 5M~2M, dash OTG j.S ]x2 > 2S > 236M 471 100 ≈ -85 Everyone Medium Far
5S > 6S > 4S > 5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M((1) > Super) 483 (668) 100 ≈ -135 Everyone Medium Close, Mana Dump, Exhaustion, Super Ender
(AA) 2S > dl 4S dl 5M~2M, 5S > 6S > 4S dl 5M~2M, dash OTG j.S > 2S > 236M 476 100 ≈ -90 Everyone Hard / Some delays needed to maintain distance. Close, AA Optional
(AA) 2S > dl 4S dl 5M~2M, 5S > 6S > 4S dl 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) 497 (682) 100 ≈ -135 Everyone Hard / Some delays needed to maintain distance. Close, AA Optional, Mana Dump, Exhaustion, Super Ender
j.S > [ 5S > 6S > 4S > 5M~2M ]x2, dash OTG j.S > 2S > 236M 410 100 ≈ -90 Everyone Medium Close
j.S > 5S > 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) 427 (612) 100 ≈ -135 Everyone Medium Close, Mana Dump, Exhaustion, Super Ender
Combo Damage MP Start MP Gain Works On Difficulty Notes Video
5S > 6S > 4S > 5M~2M, dash OTG j.S > 6S > 2S > jc j.S(1) > 6S > 4S > 214M, dash 2S > 236M 475  100 ≈ -65 Everyone Medium Mid
5S > 6S > 4S > 5M~2M, dash OTG j.S > 6S > 2S > jc j.S(1) > 6S > 4S > 214M, dash 2S > jc j.M, dash OTG 6M (> Super) 496 (696)  100  ≈ -115  Everyone  Hard / Almost no room for error. Slightly easier if first j.S only hits once. Mid, Mana Dump, Exhaustion, Super Ender 
(AA) 2S > dl 5S > 6S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M 477 100 ≈ -80 Everyone Medium Close, AA Optional
(AA) 2S > dl 5S > 6S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M (> Super) 498 (698) 100 ≈ -140 Everyone Medium Close, AA Optional, Mana Dump, Exhaustion, Super Ender
j.S > 2S > dl 5S > 6S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M 416 100 ≈ -90 Everyone Medium Close
j.S > 6S > 5S > 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M (> Super) 431 (631) 100 ≈ -140 Everyone Medium Close, Mana Dump, Exhaustion, Super Ender

Mana Starters

Starting Position:

Combo Damage MP Start MP Gain Works On Difficulty Notes Video
236M(1) > cc > dash 2S > dl 5S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S 236M((1) > Super) 461 (646) 100 ≈ -95 Everyone Medium Far, Conversion, Super Ender
236M(1) > cc > dash 5S > 6S > 4S > 5M~2M, 5S > 6S > 4S > 5M(1)~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) 479 (664) 100 ≈ -135 Everyone Medium Far, Conversion, Mana Dump, Exhaustion, Super Ender
5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, 6S > 4S > 2S > 236M 469 100 ≈ -70 Everyone Medium Close
5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG 6M((1) > Super) 492 (677) 100 ≈ -130 Everyone Medium Close, Mana Dump, Exhaustion, Super Ender
CH5M~2M > cc > dash 5S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M((1) > Super) 542 (727) 100 ≈ -135 Everyone Medium Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender
5M~CH4M, dash 2S > dl 5S > 4S > 5M~2M, dash OTG j.S > 6S > 4S > 2S > 236M 501 100 ≈ -50 Everyone Hard / Must run up. Requires delays. Far
5M~CH4M, dash 2S > dl 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M((1) > Super) 586 (771) 100 ≈ -135 Everyone Hard / Must run up. Requires delays. Far, Mana Dump, Exhaustion, Super Ender
5M~CH4M, dash 5M~2M > cc > dl 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) 619 (804) 140 ≈ -180 Everyone Hard / Must run up. Requires delays. Far, Conversion, Mana Dump, Exhaustion, Super Ender
Combo Damage MP Start MP Gain Works On Difficulty Notes Video
5M~2M, dash OTG j.S > 6S > 5S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG 6M (> Super) 491 (691) 100 ≈ -130 Everyone Medium Close, Mana Dump, Exhaustion, Super Ender
CH5M~4M > cc > dash 2S > dl 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M (dash OTG Super) 571 (771) 100 ≈ -135 Everyone Hard / Requires multiple dashes. Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender
CH5M~4M > cc > dash 2S > dl 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M (> Super) 598 (798) 140 ≈ -180 Everyone Hard / Requires delay & multiple dashes. Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender
CH5M~4M > cc > dash 2S > dl 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M ia OTG j.M, dash OTG 6M (> Super) 610 (810) 200 ≈ -230 Everyone Hard / Requires delay & multiple dashes. Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender
5M~CH4M, dash 5M~4M > cc > dash 5S > 6S > 4S > 5M~2M, 6S > 4S > 2S > jc j.M, dash OTG 6M(> Super) 664 (864) 140 ≈ -170 Everyone Hard / Requires delay & multiple dashes. Far, Conversion, Mana Dump, Exhaustion, Super Ender

This is Great, But I'm Looking For That Disgusting Stuff

Don't Fret, Click Here to Hit the Griddy (WIP)

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