DNFD/Vanguard/Combos

From Dustloop Wiki
< DNFD‎ | Vanguard
Jump to navigation Jump to search
Vanguard


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 236MS.
> = Proceed from the previous move to the following move.
/land = Indicate that the player must land at that point in the sequence.
, = Link the previous move into the following move.
->/~ = Cancel 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. = Jump
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
WS = Wall Stick/Wall Splat
[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.
BRZ = Berserker
CRS = Crusader
DRK = Dragon_Knight
GHO = Ghostblade
GRP = Grappler
HIT = Hitman
INQ = Inquisitor
KNO = Kunoichi
LNC = Launcher
RNG = Ranger
SRK = Striker
VNG = Vanguard

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
- - - - - -
Midscreen to Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
- - - - - -
Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
- - - - - -

External References

Navigation

Vanguard