From Dustloop Wiki
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+L becomes 236L.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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. = Jump
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.
AB = Avatar Belial
BB = Beelzebub
BL = Belial
CA = Cagliostro
CL = Charlotta
DJ = Djeeta
EU = Eustace
FR = Ferry
FT = Ladiva
GR = Gran
KT = Katalina
LN = Lancelot
LW = Lowain
MT = Metera
NM = Narmaya
PC = Percival
SO = Soriz
SX = Seox
UN = Anre
VS = Vaseraga
VI = Vira
YU = Yuel
ZO = Zooey
ZT = Zeta


Combo Position Meter Gain Works on: Difficulty Notes
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Combo List

Combo Position Meter Gain Works on: Difficulty Notes
2L, 2L, 5L > 214L/H Anywhere 12% All Easy Basic light confirm.
2L, 5MMM > 214X Anywhere 18% All Easy Low link into a medium. 214M is more damage/corner carry, but only combos on crouching hit.
Far 5H > 214L/H Anywhere 12% All Easy Far 5H's three hits make this an easy hitconfirm.
2L, 5MMM > 6U, 2L > 214L Crouching Hit, Midscreen 24-25% Non-Charlotta? Medium Somewhat gimmicky combo extension. Requires level 3 rock. Works on everyone in the corner.
2L, 5MMM > 6U, Far 5H (1 Hit) > 214L Midscreen 31% All Medium Requires level 5 rock.
(Starter) > 214H, 2U > 236M Corner N/A All Easy Basic corner ender for high/low oki. Switch 236M to SBA or SSBA if you want damage.
(Starter) > 214H, 5M > 22H, 2U > 236M Corner N/A All Medium Higher damage corner oki setup if you have the cooldown available.
2H > 214M Antiair 13% All Hard Basic antiair, works with or without CH. Doesn't hit the peak of 2H's hitbox.
2H > 236M, forward jump, j.H just before landing, 2H > 214M Antiair Counter Hit 25% All Hard Max damage antiair CH combo.
2H > 236M, [forward jump > instant j.236M, land]x5, 623M Antiair Counter Hit 42% All Hard Less damage than the previous antiair, but huge meter gain. Use the M+Ability shortcut to get the TK traps reliably.

Combo Theory

Video Examples


Systems Pages