DNFD/Crusader/Combos

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< DNFD‎ | Crusader
 Crusader
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

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

5A Confirm

5A ConfirmGood start off a good poke
Easy


5A > 5AA > 236M > 2S > 6S > 5S > 6S > 5M >
Very simple and reliable combo that works off of most normal starters.

2A Confirm

2A ConfirmDecent start from the fastest normal
Easy


2A > 6S > 5A > 5AA > 5M
Decent 2A Confirm, the 2A > 6S link is quite tight.

5B Confirm

5B ConfirmIf you ever land a raw 5B
Easy


5B > 6S > 236M > 2S > 6S > 5S > 6S > 5M
Basic 5B confirm

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

Bread and Butter

Bread and ButterOl' reliable basic combo
Easy


5S > 236M > 2B > 5S > 236M > 2B > 5S > 5M > 2A
Very simple and reliable combo that works off of most normal starters. Still works till this day!

5S Loops

5S Loops MidscreenBig Damage, Big Mana, Big Corner Carry
Medium


5S > 236M > 2S > 6S > 66 > 5S > 6S > j.B > Land 66 > 5S > 5M
Optimal combo for damage, mana, and corner carry. Requires a few adjustments depending on the starter and is very spacing dependant.

Apocalypse / j.214M Combos

Apocalypse / j.214M CornerCast the sins of the world upon your opponent
Medium




Apocalypse / j.214M MidscreenCast the sins of the world upon your opponent
Medium


5AA > 236M > 2B > 214M > CV > 5B > j.B > j.214M > j.S > 236M > j.B > Land > 5S > (Apocalypse goes off) > 5S > 6S > 6S > 5M
Midscreen route off of 5a starter when gold cube is not active. Can only be done with conversion. Requires 170 MP.

Combo List

Midscreen Combos
Name Combo Position Damage MP Gain Works on: Difficulty Notes
Bread and Butter 5S > 236M > 2B > 5S > 236M > 2B > 5S > 5M > 2A  Anywhere 388   -20 Everyone Easy Very simple and reliable combo that works off of most normal starters.
Simple Side Swap 5A(A) > 236M > 2S > 236M > 66 > j.B > 5S > 5M   Anywhere x   -x Everyone Easy Very simple and reliable side swap that works off all starters
2S Side Swap 5A(A) > 236M > 5S > 6S > 2B > 66 > 5S > 236M > 66 > 2S > 5M  Anywhere x   -x Everyone Hard Optimal side swap combo. Requires tight spacing, especially on smaller characters.
Corner Combos
Name Combo Position Damage MP Gain Works on: Difficulty Notes
Lighting Loops 2S > 6S > [j.B > j.5M] xN > j.B > 5S > 5M Corner N/A N/A Everyone Easy Very expesnive combo mana wise
5S Loops Corner [5S > 6S] x3 > 66 > j.B > 5M Corner 464 40 Everyone Medium Optimal combo for damage, mana, Requires a few adjustments depending on the starter and is very spacing dependant. Dashing between a [5S > 6S] loop may be required which is dictated by spacing

External References

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