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Combo Notation Guide
7 7.gif 8 8.gif 9 9.gif
4 4.gif 5 5.gif 6 6.gif
1 1.gif 2 2.gif 3 3.gif
Numbers represent direction on a keyboard numpad. For example 2.gif3.gif6.gifA becomes 236A
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
CH = Counter Hit
IAD = Instant Air Dash
(N) = only use the Nth attack of the move (for example, if j.B(2) is written, you only use the first two hits of j.B)
(CSpec) = Contains a part that only works on some characters, refer to the combo thread on Dustloop for more details.
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

Combo List[edit]



(2A/5A) > 5BBB > 236B

Max range meterless midscreen confirm

5AAA > 2C > 236C > IAD j.AA > 5A > 5A > 236B

1 bar midscreen

2B > j.AAC > dj.AAC > j.214B

Basic anti-air combo. Do sj/sdj or omit a j.C to adjust for height
With Assists[edit]



(2A/5A) > 5BBB delay 236A > 2A 5B delay 236A > 2A 5BB 236B

Corner Renka loop. Does solid damage for no meter/assist.

With Assists[edit]

Combo Theory[edit]

Video Examples[edit]

Hakumen Basic Combos By Meno

External Documents and References[edit]


BlazBlue Cross Tag Battlee
Persona 4 Arena
Under Night In-Birth
Arcana Heart
Click [*] for character's frame data
System Explanations

HUDControlsFrame Data & System DataPatch Notes

Movement/CancelingOffenseDefenseDamage/ComboAttack AttributesSkill/Cross/Resonance GaugeMisc