DNFD/Vanguard/Combos

From Dustloop Wiki
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 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


(5AA/2A) 5B > 2B > 5MS > 6MS
Very simple BNB that can connect anywhere so long as 5B connects. In some instances of character size or distance, it may be advisable to let only the first hit of 5MS connect before ending with 6MS to ensure stability.

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


(5AA/2A) 5B > 2B > 5MS > 2MS > 669 j.S > 6S > 4S > 5MS > 6MS
Standard combo that can show signs of instability based on distance and character size, but works on the whole cast at point blank with 100% certainty. Omit the second hit of 5MS if it will push the opponent out of range of the 2MS followup.

Combo Theory

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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

Combo Theory

Read First

Beginner Combos

Beginner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
5AA > 5B > 2B > 5M~6M Anywhere 186 -60 - - Basic 5AA mash confirm. Doesn't combo from max 5A range.
5S~6S > 5M(1)~6M Anywhere 192 -60 - - Long range poke combo. Works from absolute max range 5S connection where other combos won't connect.
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Combo List

Midscreen Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
5S~6S~4S > 5M~2M, dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 5S~6S~4S > 5M~2M, dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 236M Anywhere 458 -83 to -87 Everyone - Skip the second 6S if you're a bit too far apart otherwise 2M will whiff. If you are far apart when you start the combo j.S won't hit twice, reducing the damage of the combo.
5A/2A > 5B > 2B > 5M(1)~2M > Conversion > Jump Over > OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 5S~6S~4S > 5M~2M, microdash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 236M Back to corner 288 -100 + Conversion - - Corner steal combo with conversion. The second j.S must only hit once or else the combo will drop, make sure not to dash too far to prevent this from happening.
5S~6S~4S > 5M~4M > Conversion > dash 5S~6S~4S > 5M~2M, dash OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground." j.S > 236M Anywhere 470 -103 + conversion Everyone - The dash after conversion is required in order to get both hits of the j.S even when in the corner.
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Midscreen to Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
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Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
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External References

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Vanguard