DNFD/Enchantress/Combos

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 Enchantress
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

Basic Combos

Combo List

Beginner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
(5AA) > 5B > 2B > 2S - - - - - -
5B > 2B(1) > 2S > 5MS > 9 [j.M > j.MS] x2 > 5B > 2B > 2C > 2MS - - - - - - -
(5AA) > 5B > 2B > 2S > 5MS > 66 2B(2) > 2MS > 5A - - - - - - Starter combo to get used to cancelling 2S into 5MS.
5S > 6MP - 122 - - - - Fullscreen 5S confirm - Ends up about MP neutral by the time opponent recovers, while draining 40MP from them.
Midscreen Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
5AA > 2B > 2S > 5MS > 2S > 2MS > 5A (> 6G/Roll) Midscreen 181 - - - Hold forward during the combo to bring Madds close enough to land 2MS https://twitter.com/UnsafeonHit/status/1541631168159911938
2A > 5B > 5S > 5MS, dash 5B > 2B > 5MS - - - - -
5B > 2B (1 hit) > 2S > 5MS > j.6B > 5MS > j.6B > 5MS > 5B > 2B > 4S - - - - - -
5B > 2B(2) > 2S > MS > 66 > j.B > MS > j.B > B > 2S > 623MS Midscreen to Corner 227 - - - Gives safe jump, fairly easy, makes 4/6S a force block, and sets up Command Grab in corner, even with only 70 meter https://twitter.com/Seth_Boot/status/1542026576228909057
9~j.S~6MS, j.A land 2A > 5B > 2B > 2S > 623MS - - - - - Combo off an overhead.


Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
4MS > 2A > dl [2S > 5MS]x3 > 2S > 6MS (?) > 5A > 2B > 2S > 6MS (?) > j.S > 2B > 4MS > AS Corner 732 - - - Check the 6MS in this notation. https://twitter.com/SonicFox/status/1541989986035040257

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 Enchantress