DNFD/Inquisitor/Combos: Difference between revisions

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! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video
! Combo !! Position !! Damage !! MP Gain !! Works on: !! Difficulty !! Notes !! Video
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|| 5B > 5S > 6S~S > jc > j.2S > 214MS > j.S > j.2S > backdash > 6S~S > jc > j.MS > AS || Midscreen || 529 || 0 || - || - ||  https://twitter.com/CrazyD0gma/status/1540109226034561025 ||
|| 5B > 5S > 6S~S > jc > j.2S > 214MS > j.S > j.2S > backdash > 6S~S > jc > j.MS > AS || Midscreen || 529 || 0 || - || - || Requires Awakening ||  https://twitter.com/CrazyD0gma/status/1540109226034561025 ||
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Revision as of 14:03, 28 June 2022

 Inquisitor
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

Read First

Beginner Combos

Beginner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
- - - - - -

Combo List

Midscreen Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
- - - - - - -
Midscreen to Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
5B > 5S > 6S~S > jc > j.2S > 214MS > j.S > j.2S > backdash > 6S~S > jc > j.MS > AS Midscreen 529 0 - - Requires Awakening https://twitter.com/CrazyD0gma/status/1540109226034561025
Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
5B > 5S > 6S~S > jc > dl j.S > 6S~S > jc > j.S > j.MS > dash > OTG 5B > 236MS > 5B > 623 MS Back to Corner 349 0 All - Requires 100 meter https://www.youtube.com/watch?v=J-uvzlAUjb0
2B > 2S > 4S > 6S~S > jc > j.2S > 236MS > jump > j.S > J.2S > 623MS/236MS > AS Corner 302/478 0 - - Requires 200 meter https://youtu.be/TaPxQv1knDg

External References

Navigation

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