DNFD/Inquisitor/Combos

From Dustloop Wiki
 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

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

REPLACEME

Titleshort descriptor
Difficulty


X > X
description

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

REPLACEME

Titleshort descriptor
Difficulty


X > X
description

Combo Theory

Note: This is all still a work in progress. Subject to change, and even removal, as things are discovered and patched.

Move Utility
5S > 6S~S > jc Important confirm off of grounded normals. Launches the opponent and allows for a combo extension with j.2S or j.S
OTG 5B 5B is Inquisitor's best tool for continuing combos off the ground, such as after j.M

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

Essence Conversion Instant Overhead Corner Combo

Essence Conversion Instant Overhead Corner ComboClosing a round out under perfect conditions.
Medium


8B+S > j.A > j.M > 66 > 5B > 2S > 4S > 6S > S > 236M > 66 > 5B > AS

  • 605 damage total (includes 120 Incineration damage)

Requires Essence already be applied to the opponent.

Miscellaneous Combos

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 - - - Requires Awakening https://twitter.com/CrazyD0gma/status/1540109226034561025
Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
2B > 2S > 4S > 6S~S > jc > j.2S > 236MS > jump > j.S > J.2S > 623MS/236MS > AS Corner 302/478 0 - - Requires 200 mana https://youtu.be/TaPxQv1knDg
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 mana https://www.youtube.com/watch?v=J-uvzlAUjb0
j.A > j.S > 6SS > jc > j.B > j.S > 6SS > jc > j.S > j.MS > dash > OTG 5B > 6SS > jc > j.2C Back to Corner 323 40 - - Requires 70 mana https://twitter.com/DDT_Shiki/status/1541800324528316417

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