DNFD/Grappler/Combos: Difference between revisions

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==Combo Theory==
==Combo Theory==
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{| class="wikitable sortable"
|+ Combo Starters
|-
! Button !! Use
|-
| {{clr|B|5B}} or {{clr|B|2B}} || Used commonly for frame traps, meaties, and neutral, it also happens to hurt a lot when it hits. Gives Grappler almost every single route they could want.
|-
| {{clr|A|5A}} or {{clr|A|5AA}} || You'll probably get this mashing your opponent's pressure or staggering your own. Leads to {{clr|S|2S}} > {{clr|S|4[S]}} combos or a well-timed throw reset with {{clr|M|4M}}.
|-
| {{clr|S|2S}} || As a close-range anti-air, {{clr|S|2S}} is absolutely amazing and gives great damage and/or okizeme with a Jump Cancel or {{clr|S|4[S]}}.
|-
| {{clr|S|4[S]}} || A niche starter mostly reserved for reading jumps or catching opponents who stayed in the air too long. Gives a good continuation with OTG {{clr|M|5[M]}} or a fast and short route to okizeme with {{clr|B|5B}} > {{clr|S|4S}}.
|-
| {{clr|S|6S}} or {{clr|S|6[S]}} || Another tool used for pressure that gives a worthwhile reward. Uncharged, a properly timed {{clr|A|5A}} gives a good combo, while the charged version lets {{clr|S|2[S]}} connect for massive damage.
|-
| {{clr|A|2A}} || Useful for stagger pressure or mashing out due to being Grappler's fastest normal. Combos into {{clr|S|2S}} and still goes into {{clr|S|4[S]}} routes with a {{clr|B|2B}} confirm.
|}
 
{| class="wikitable sortable"
|+ Combo Filler
|-
! Move !! Use
|-
| {{clr|M|5[M]}} || OTGs and deals incredible damage. Used after {{clr|S|5[S]}}, {{clr|M|j.[M]}}, and {{clr|S|4[S]}}, though its versatility cannot be overstated.
|-
| {{clr|S|2S}} || In combos with low scaling, {{clr|S|2S}} > {{clr|S|4[S]}} is a great way to extend. Otherwise, {{clr|S|2S}} is still useful for setting up your ender.
|-
| {{clr|S|j.[S]}} || Only works during earlier parts of most combos, but leads into other good extenders such as {{clr|M|5[M]}} and {{clr|S|2S}}.
|-
| {{clr|S|2[S]}} || A charged version of a better extender, it has far more niche uses but works well when utilized. Important for continuing off of Conversions such as after {{clr|M|6[M]}}.
|}
 
{| class="wikitable sortable"
|+ Combo Enders
|-
! Move !! Use
|-
| {{clr|S|4S}} || The bread and butter, and likely how you'll end every single combo. Good, close-range okizeme that helps keep them in the vortex.
|-
| {{clr|M|j.M}} || In air-to-air hits or heavily scaled air combos, this is the best way to score okizeme and damage.
|-
| {{clr|S|j.S}} || Another air ender for scaled starters, but only if you don't want to spend MP on {{clr|M|j.M}}.
|-
| {{clr|M|4M}} || It can be worthwhile to end highly scaled starters or confirms (like {{clr|A|5AA}} > {{clr|B|5B}} > {{clr|B|2B}}) with this for good damage and (still great) okizeme.
|}


==Specialized Combos==
==Specialized Combos==

Revision as of 02:49, 3 July 2022

 Grappler
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

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

2S BnBMostly consistent on air hit, too.
Easy


Starter > 2S > 4[S] > 5[M]~6, dash 2B > 4S
This combo works with 5A, 5AA, or close 5B as a starter. Will not work if you scale hitstun more, such 5B > 2B or 5AA > 5B. In these cases, go straight from 2S to 4S.

This introduces an important part of Grappler's combos, which is Charged Magnumsault's (5[M])DNFD Grappler 5M.pngGuardMidStartup31Recovery24Advantage-4 OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.". Many routes that have Charged Air Steiner (4[S])DNFD Grappler 4S.pngGuardMidStartup9RecoveryAdvantage-35 will use Magnumsault to extend combos into their common ender (2B > 4S).

While you can always try to squeeze more damage in off of xA starters, it's best to end with Air Steiner to get okizeme and save MP.


Fling BnBImportant for making pressure hurt.
Easy


5S > 5[M], 4[S], 5[M]~6, 4S
This combo works for both Charged and Uncharged FlingDNFD Grappler 5S 1.pngGuardThrowStartup12RecoveryAdvantageN/A, but the first Magnumsault must be 5[M]~6 if Charged.

Since a major part of Grappler's pressure To attack the opponent continuously and leave little room for counter attacks. is Fling, it's important to have a combo like this in mind for when it hits.

Importantly, this combo still works if you enter Exhaustion after the first Magnumsault, making it incredibly consistent.

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

5B/2B ConfirmsHigh damage, starter can only be 5B or 2B.
Medium


Starter > 2S > jc j.[S] > land 2S > 4[S], 5[M]~6, dl 2B > 4S
Any additional hits in the starter will make j.[S] whiff.

Works fine if the starter connects on an airborne opponent, but at very high heights, j.[S] will whiff. At those heights, do j.S > j.M to keep from dropping.

Very important as part of Grappler's highest damage routing; the ender can usually be delayed, but may sometimes require a dash instead if spacing is slightly off.


Tackle Starter (Super Armor)You'll use it more than you think.
Medium


CH 6[M], wbWall bounce; wait until they're falling [M]~6 > Conversion, dl 2[S] > 4[S], 5[M]~6, dash 2B > 4S
Charged TackleDNFD Grappler 236M.pngGuardMidStartup24RecoveryAdvantage-8~+1 is an important part of Grappler's approach and learning how to convert off of it when you armor through an attack gives threat to your approach.

This combo is the most MP-efficient way to convert off of Charged Tackle while retaining as much damage as possible. More MP-intensive routes are in the Specialized Combos.

Combo Theory

Combo Starters
Button Use
5B or 2B Used commonly for frame traps, meaties, and neutral, it also happens to hurt a lot when it hits. Gives Grappler almost every single route they could want.
5A or 5AA You'll probably get this mashing your opponent's pressure or staggering your own. Leads to 2S > 4[S] combos or a well-timed throw reset with 4M.
2S As a close-range anti-air, 2S is absolutely amazing and gives great damage and/or okizeme with a Jump Cancel or 4[S].
4[S] A niche starter mostly reserved for reading jumps or catching opponents who stayed in the air too long. Gives a good continuation with OTG 5[M] or a fast and short route to okizeme with 5B > 4S.
6S or 6[S] Another tool used for pressure that gives a worthwhile reward. Uncharged, a properly timed 5A gives a good combo, while the charged version lets 2[S] connect for massive damage.
2A Useful for stagger pressure or mashing out due to being Grappler's fastest normal. Combos into 2S and still goes into 4[S] routes with a 2B confirm.
Combo Filler
Move Use
5[M] OTGs and deals incredible damage. Used after 5[S], j.[M], and 4[S], though its versatility cannot be overstated.
2S In combos with low scaling, 2S > 4[S] is a great way to extend. Otherwise, 2S is still useful for setting up your ender.
j.[S] Only works during earlier parts of most combos, but leads into other good extenders such as 5[M] and 2S.
2[S] A charged version of a better extender, it has far more niche uses but works well when utilized. Important for continuing off of Conversions such as after 6[M].
Combo Enders
Move Use
4S The bread and butter, and likely how you'll end every single combo. Good, close-range okizeme that helps keep them in the vortex.
j.M In air-to-air hits or heavily scaled air combos, this is the best way to score okizeme and damage.
j.S Another air ender for scaled starters, but only if you don't want to spend MP on j.M.
4M It can be worthwhile to end highly scaled starters or confirms (like 5AA > 5B > 2B) with this for good damage and (still great) okizeme.

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

Titleshort descriptor
Difficulty


X > X
description

Miscellaneous Combos

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