Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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5A / 2A > (5B)¹ > 2B > 5M~6M | 189 / 179 | 100 | ≈ -60 | Everyone | Easy | Far |
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5A / 2A > (5B)¹ > 2B > 5M~5M, 5S > 4S > 6S > 2S jc j.M dc 4S > 2S jc j.M | 319 / 309 | 100 | ≈ -30 | Everyone | Easy | Close/Mid |
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Combo Notation Guide | Character Name Abbreviations | |||||||||
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Combo Theory
Vanguard is a long-range heavy-hitter, being able to easily convert from almost anywhere on screen for massive amounts of damage.
He is also extremely mana-efficient, with most optimal combos being possible starting at just 100 mana. Wow!
All S starters except 2SGuardMidStartup14RecoveryAdvantage-12 are practically the same. 2S generally makes 5MGuardMidStartup21RecoveryAdvantage-5 follow-ups awkward, so in most cases it is preferred to route into j.MGuardMidStartup15,16RecoveryUntil landing+18Advantage+2 dc into more Skills.
The main idea is to just land as many Skills as possible before going into 5M~2MGuardMidStartup28RecoveryAdvantage-7, while still keeping them in range for the follow-up OTG.
Though you can almost always continue a combo after 5M~2M, sometimes it's best to stop early, before granting your opponent their Awakening Passive.
This HKD gives you enough time to safe jump by forward-jumping twice and using j.BGuardHighStartup10RecoveryUntil landing(+3)Advantage-.
Intro/Beginner Combos
Basic combos are simple combos with the fewest requirements and conditions possible. They:
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Intro 5A/5B/5S Starters
These all work from round-start range. Keeping it short ensures that you won't be too far for the later hits to connect.
These are not just beginner combos! They will always continue to be useful!
Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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5A > 5B > 2B > 5M(1)~6M | 169 | 100 | ≈ -60 | Everyone | Easy | Far, Simple, Useful |
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5B > 2B > 5M~6M | 234 | 100 | ≈ -60 | Everyone | Easy | Far, Simple, Useful |
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5S > 6S > 4S > 5M~6M | 322 | 100 | ≈ -60 | Everyone | Easy | Very Far, Simple, Useful |
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Core Combos
Core combos balance potency with consistency. They:
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Core 5S Combo
Though there are many variants and extensions, this is the most common sequence. It makes use of dc j.M, which is a crucial part of Vanguard's combos.
Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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5S > 6S > 4S > 2S jc j.M dc 5S > 6S > 4S > 5M~2M | 433 | 100 | ≈ -30 | Everyone | Easy | Far, Core Combo |
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Read First
- Instead of listing every single possible combo, this practical list aims to show you Vanguard's "Combo Rules". Knowing these rules should allow you to improvise as needed.
- The combos in the "Anywhere" tab can also work in the corner. The combos you find in the "Corner-Only" tab are often just slight optimizations made possible by the position.
- Some of Vanguard's combos may need to be omit hits to keep the opponent close enough or unable to tech out for the rest of the combo. Common hits to omit are the second hit of 5M, the first hit of j.S, and the 5S in a Skill chain.
Practical Combos
5A/2A Starters
Starting Position:
Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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5A / 2A > 5B¹ > 2B > 5M~5M, 5S > 6S > 4S² > 214M, 4S > 214M, j.M | 368 / 358 | 100 | ≈ -110 | Everyone | Medium | Close, Mana Dump, Exhaustion |
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5A / 2A > (5B)¹ > 2B > 5M~2M, dash OTG j.S > 6S > 4S > 214M, 2S > jc j.M, dash 6M > Super | 526 / 516 | 100 | ≈ -130 | Everyone | Medium | Mid, Mana Dump, Exhaustion, Super Ender |
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¹Skipping 5B when possible makes for better overall scaling.
²At farther ranges, adjust to 4S > 6S
5B/2B Starters
Starting Position:
Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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2B > 236M, dash 5B > 2B > 236M | 282 | 100 | ≈ -95 | Everyone | Easy | Very Far |
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2B > 236M > cc > dash 2S > dl 6S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M((1) > Super) | 420 (605) | 100 | ≈ -95 | Everyone | Medium | Very Far, Conversion, Super Ender |
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(5B)* > 2B > 236M, dash 5S > 4S > 6S > 214M, 4S > 214M, 4S > 5M~6M | 479/508 | 100 | ≈ -95 | Everyone | Medium | Close, Midscreen To Corner |
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(5B)* > 2B > 5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) | 433 (618) | 100 | ≈ -120 | Everyone | Medium | Close, Mana Dump, Exhaustion, Super Ender |
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AA 5B > 236M, dash 5.S > 4S > 6S > 2S jc j.M dc 4S > 2S jc j.M dc 2S jc j.M | 465 | 100 | ≈ -110 | Everyone | Medium | Close, Anti-Air |
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AA 5B > 5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) | 433 (618) | 100 | ≈ -120 | Everyone | Medium | Close, Mana Dump, Exhaustion, Super Ender |
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Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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(5B)* > 2B > 236M, dash 5S > 6S > 4S > 214M, 4S > 214M, 4S > 5M~6M | 479/508 | 100 | ≈ -95 | Everyone | Medium | Mid |
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(5B)* > 2B > 5M~2M, dash OTG j.S > 6S > 5S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M (> Super) | 423 (623) | 100 | ≈ -135 | Everyone | Medium | Mid, Mana Dump, Exhaustion, Super Ender |
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AA 5B > 236M, 5S > 6S > 4S > 214M, 4S > 214M, j.M, 4S > 2S jc j.M | 476 | 100 | ≈ -85 | Everyone | Medium | Mid |
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AA 5B > 5M~2M, dash OTG j.S > 6S > 5S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M (> Super) | 423 (623) | 100 | ≈ -135 | Everyone | Medium | Mid, Mana Dump, Exhaustion, Super Ender |
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*Skipping 5B when possible makes for better overall scaling.
Skill Starters
Starting Position:
Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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5S > 6S > 236M | 256 | 100 | ≈ -40 | Everyone | Easy | Very Far |
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[ 5S > 6S > 4S > 5M~2M, dash OTG j.S ]x2 > 2S > 236M | 471 | 100 | ≈ -85 | Everyone | Medium | Far |
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5S > 6S > 4S > 5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M((1) > Super) | 483 (668) | 100 | ≈ -135 | Everyone | Medium | Close, Mana Dump, Exhaustion, Super Ender |
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(AA) 2S > dl 4S dl 5M~2M, 5S > 6S > 4S dl 5M~2M, dash OTG j.S > 2S > 236M | 476 | 100 | ≈ -90 | Everyone | Hard / ❓Some delays needed to maintain distance. | Close, AA Optional |
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(AA) 2S > dl 4S dl 5M~2M, 5S > 6S > 4S dl 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) | 497 (682) | 100 | ≈ -135 | Everyone | Hard / ❓Some delays needed to maintain distance. | Close, AA Optional, Mana Dump, Exhaustion, Super Ender |
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j.S > [ 5S > 6S > 4S > 5M~2M ]x2, dash OTG j.S > 2S > 236M | 410 | 100 | ≈ -90 | Everyone | Medium | Close |
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j.S > 5S > 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) | 427 (612) | 100 | ≈ -135 | Everyone | Medium | Close, Mana Dump, Exhaustion, Super Ender |
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Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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5S > 6S > 4S > 5M~2M, dash OTG j.S > 6S > 2S > jc j.S(1) > 6S > 4S > 214M, dash 2S > 236M | 475 | 100 | ≈ -65 | Everyone | Medium | Mid |
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5S > 6S > 4S > 5M~2M, dash OTG j.S > 6S > 2S > jc j.S(1) > 6S > 4S > 214M, dash 2S > jc j.M, dash OTG 6M (> Super) | 496 (696) | 100 | ≈ -115 | Everyone | Hard / ❓Almost no room for error. Slightly easier if first j.S only hits once. | Mid, Mana Dump, Exhaustion, Super Ender |
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(AA) 2S > dl 5S > 6S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M | 477 | 100 | ≈ -80 | Everyone | Medium | Close, AA Optional |
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(AA) 2S > dl 5S > 6S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M (> Super) | 498 (698) | 100 | ≈ -140 | Everyone | Medium | Close, AA Optional, Mana Dump, Exhaustion, Super Ender |
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j.S > 2S > dl 5S > 6S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M | 416 | 100 | ≈ -90 | Everyone | Medium | Close |
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j.S > 6S > 5S > 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M (> Super) | 431 (631) | 100 | ≈ -140 | Everyone | Medium | Close, Mana Dump, Exhaustion, Super Ender |
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Mana Starters
Starting Position:
Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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236M(1) > cc > dash 2S > dl 5S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S 236M((1) > Super) | 461 (646) | 100 | ≈ -95 | Everyone | Medium | Far, Conversion, Super Ender |
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236M(1) > cc > dash 5S > 6S > 4S > 5M~2M, 5S > 6S > 4S > 5M(1)~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) | 479 (664) | 100 | ≈ -135 | Everyone | Medium | Far, Conversion, Mana Dump, Exhaustion, Super Ender |
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5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, 6S > 4S > 2S > 236M | 469 | 100 | ≈ -70 | Everyone | Medium | Close |
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5M~2M, dash OTG j.S > 5S > 6S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG 6M((1) > Super) | 492 (677) | 100 | ≈ -130 | Everyone | Medium | Close, Mana Dump, Exhaustion, Super Ender |
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CH5M~2M > cc > dash 5S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M((1) > Super) | 542 (727) | 100 | ≈ -135 | Everyone | Medium | Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender |
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5M~CH4M, dash 2S > dl 5S > 4S > 5M~2M, dash OTG j.S > 6S > 4S > 2S > 236M | 501 | 100 | ≈ -50 | Everyone | Hard / ❓Must run up. Requires delays. | Far |
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5M~CH4M, dash 2S > dl 5M~2M, 6S > 4S > 5M~2M, dash OTG j.S > 2S > 236M((1) > Super) | 586 (771) | 100 | ≈ -135 | Everyone | Hard / ❓Must run up. Requires delays. | Far, Mana Dump, Exhaustion, Super Ender |
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5M~CH4M, dash 5M~2M > cc > dl 5S > 6S > 4S > 5M~2M, dash OTG j.S > 2S > jc j.M, dash OTG 6M((1) > Super) | 619 (804) | 140 | ≈ -180 | Everyone | Hard / ❓Must run up. Requires delays. | Far, Conversion, Mana Dump, Exhaustion, Super Ender |
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Combo | Damage | MP Start | MP Gain | Works On | Difficulty | Notes | Video |
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5M~2M, dash OTG j.S > 6S > 5S > 4S > 5M~2M, 6S > 4S > 5M~2M, dash OTG 6M (> Super) | 491 (691) | 100 | ≈ -130 | Everyone | Medium | Close, Mana Dump, Exhaustion, Super Ender |
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CH5M~4M > cc > dash 2S > dl 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M (dash OTG Super) | 571 (771) | 100 | ≈ -135 | Everyone | Hard / ❓Requires multiple dashes. | Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender |
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CH5M~4M > cc > dash 2S > dl 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M, dash OTG 6M (> Super) | 598 (798) | 140 | ≈ -180 | Everyone | Hard / ❓Requires delay & multiple dashes. | Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender |
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CH5M~4M > cc > dash 2S > dl 4S > 5M~2M, 5S > 6S > 4S > 5M~2M, dash 2S > jc j.M ia OTG j.M, dash OTG 6M (> Super) | 610 (810) | 200 | ≈ -230 | Everyone | Hard / ❓Requires delay & multiple dashes. | Close, Conversion, DP Punish, Mana Dump, Exhaustion, Super Ender |
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5M~CH4M, dash 5M~4M > cc > dash 5S > 6S > 4S > 5M~2M, 6S > 4S > 2S > jc j.M, dash OTG 6M(> Super) | 664 (864) | 140 | ≈ -170 | Everyone | Hard / ❓Requires delay & multiple dashes. | Far, Conversion, Mana Dump, Exhaustion, Super Ender |
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