DNFD/Enchantress/Combos

From Dustloop Wiki
 Enchantress
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

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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

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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

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Combo List

Beginner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
(5AA) > 5B > 2B > 2S > jc > j.B > j.S - 144 - - - -
... > 5B > 2B > 2S > 5MS, dash 2B > 2MS > 5A (623MS hit) - - - - - -
5B > 2B (1 hit) > 2S > 5MS > 9 [j.B > j.MS] x2 > 5B > 2B > 2S > 2MS - - - - - - -
(5AA) > 5B > 2B > 2S > 5MS > 66 2B > 2MS > 5A - - - - - - Starter combo to get used to cancelling 2S into 5MS. Micro dash not needed against Crusader or if you already have running momentum.
5S > 6MS - 122 - - - - Fullscreen 5S confirm - Ends up about MP neutral by the time opponent recovers, while draining 40MP from them.
Midscreen Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
5AA > 2B > 2S > 5MS > 2B > 2MS > 5A (> 6G/Roll) Midscreen 181 - - - Hold forward during the combo to bring Madds close enough to land 2MS -- roll to setup sandwich w/Madd. https://twitter.com/UnsafeonHit/status/1541631168159911938
2A > 5B > 5S > 5MS, dash 5B > 2B > 5MS - - - - -
5B > 2B (1 hit) > 2S > 5MS > j.6B > 5MS > j.6B > 5MS > 5B > 2B > 4S - - - - - -
5B > 2B > 2S > 5MS > 66 > j.B > 5MS > j.B > 5B > 2S > 2MS > 9 j.B(safejump) Midscreen to Corner 227 - - - Gives safe jump, fairly easy, makes 4/6S a force block, and sets up Command Grab in corner, even with only 70 meter https://twitter.com/Seth_Boot/status/1542026576228909057
9~j.S~6MS, j.A land 2A > 5B > 2B > 2S > 2MS - - - - - Combo off an overhead.


Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes Video
4MS > 2A > dl [2S > 5MS]x3 > 2S > 2MS (?) > 5A > 2B > 2S > 6MS (?) > j.S > 2B > 4MS > AS Corner 732 - - - Check the 6MS in this notation. https://twitter.com/SonicFox/status/1541989986035040257
... > 2S > 5MS > 2S > 2MS > [j.[S]]x4 > 2MS Corner - - - - j.[S] Loops work off of nearly any starter in the corner. Timing of second 2S varies depending on character. 2MS will whiff on most characters if Madd is all the way in the corner.

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