DNFD/Kunoichi/Combos

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< DNFD‎ | Kunoichi
 Kunoichi
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

All-Purpose Combo

All-Purpose ComboYou’ll be using this a lot.
Easy with a somewhat strange link.


... > 5S > 4S, j.AB > j.M
... > 5S > 4S, j.AB > j.2S, (2B > 5S(1)) > 5M

Kunoichi’s easiest and most reliable combo. 5S > 4S > j.A has a bizzare timing to get used to but is surprisingly consistent no matter what the starter is. The first combo ends with a safejump with double jump > j.B whereas the second combo deals slightly more damage. The section in parentheses is optional but increases the damage for very little difficulty. Both combos strip the opponent’s white health and give Kunoichi a markDNFD Kunoichi Stigma Hit.pngGuardAllStartup150Recovery-Advantage- to work with.

5S Corner Combo

5S Corner ComboConfirm into 2S in the corner whenever you can. Use this when you don’t.
Easy


... > 5S > 5M, 2B > 5S(1) > 5M, 5B > 5M
Not optimal damage, but very easy and gives Kunoichi a safejump with j.A. Ideally you want to confirm into 2S as it leads to much more damage, but 5S is a much more common part of her pressure and you may autopilot into it while learning her. Make sure that 2B hits as high as possible or the opponent will fall out between 5S and 5M.

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

Midscreen Chain Starter BnBSimple Corner Carry Route BnB
Medium


Chain Starter > 5S > 214M > 9 Jump > OTG delayed j.2S > Burning Stigma Hits > 66 > 2B > 5S(1) > 5M > Burning Stigma Hits > 2B > 5S(1) > 5M
Simple and reliable bnb that works anywhere from almost any starter. Gives enough time to run up to meaty, but not enough time to safejump or teleport safejump. To get a safejump you must ommit the last 2B > 5S(1) and use 5M after the second stigma hit immediately then hold 9, this is not possible with you back in the corner but will work at most other distances. Doing the safejump will lead to exhaustion at 100 magic.

  • This combo requires about 60 Mana.


Corner BnBCorner route that works from any starter
Medium


Chain Starter > 2S > j.B > Jump > j.B> j.2S > j.2S > 5S(1) > 5M > 2B > 5S(1) > 5M > 5A > Burning Stigma Hits > 236[M] > 5AA > 5B > 5S > Jump > j.B > Jump
Simple corner route that works off any starter, even heavily scaled ones like 5AA >5B. After the jump at the end of the combo, you can catch air buttons by with a j.A, or safejump their grounded dp with falling j.B if they don't press anything in the air. You can get another rep of bomb loops if you start with a jump in or B starter by doing jump > j.B > Jump > j.B> j.2S > delayed j.2S after the landing from the first loop but the timing on the second j.2S takes some getting used to.

  • Works with very little starting mana


Corner safejumpCorner safejump that works from any starter
Medium


Chain Starter > 2S > j.B > Jump > j.B> j.2S > j.2S > 5S(1) > 5M > 2B > 5S(1) > 4S safejump
This safejump also let's burning stigma pop if they dp through your safejump button, allowing you to convert after blocking even hitman dp.

  • Works with very little starting mana

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

Miscellaneous Combos

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