DNFD/Dragon Knight/Combos

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 Dragon Knight
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
  1. Midrange Combo
  2. Close Range Combo
  3. Basic Corner Combo

Universal All Positions Mid Range Combo

Universal All Positions Mid Range ComboSimple confirm from most distances, sets up oki.
Very Easy

Chain Starter > 5S > 214M\236M
This combo has multiple uses, it is either for:

  • When you are out of range for 2S
  • or when you would like to confirm 5S into 214MDNFD Dragon Knight 214M.pngGuardMidStartup16Recovery35Advantage-26 on hit or 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18~ADNFD Dragon Knight 5MA.pngGuardMidStartup68 after 5MRecovery-Advantage+18 on block to not commit to 2S

This combo is not ideal but will need to be used due to the pushback on Dragon Knight's blockstrings. Strings such as Mid range 5B > 2B > 2S will whiff on block, but connect on hit, so instead of committing to the opponent getting hit, you can replace 2S with 5S. Use 236MDNFD Dragon Knight 236M.pngGuardMidStartup20Recovery24Advantage-8 for an even greater amount of safety, as this does not need to be hit confirmed to stay safe on block, unlike 214M, which is easily punishable on block. This combo also gives the same oki as this one linked below

  • This combo consumes 50 Mana.

Universal All Positions Close Range Combo

Universal All Positions Close Range ComboStronger alternative to use in pressure and close-range hitconfirms.
Very Easy

Chain Starter > 2S > 4S > 214M
This combo is good due to it being available from all chains, such as 2A > 2A > 2B at all screen positions, and costing a low amount of Mana.

The general chain structure to follow with comboing and pressure is: (A starter > 5B > dl. 2B). A string like this works great as a hit confirm This keyword does not have an entry in the Glossary, due to it being able to also go into 5SDNFD Dragon Knight 5S.pngGuardMidStartup14Recovery26Advantage-8 > 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18 as a safe pressure To attack the opponent continuously and leave little room for counter attacks. ender if the opponent blocks, and due to the delay cancel on the B normals being able to catch opponents mashing. Starting from A normals is benificial due to it having the most cancel options on pressure.

This combo also grants a safe jump A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block. The opponent is then forced to block your jumping attack, since reversaling doesn't work, which will give you some nice pressure and hopefully an opening. after the 214MDNFD Dragon Knight 214M.pngGuardMidStartup16Recovery35Advantage-26 using a buffered forward jump > delay j.BDNFD Dragon Knight jB.pngGuardHighStartup12Recovery23 + 3 LandingAdvantage-8~+15 at all screen positions. Or even granting better okizeme From Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. with 5MDNFD Dragon Knight 5M 1.pngGuardMidStartup18Recovery10Advantage+18~ADNFD Dragon Knight 5MA.pngGuardMidStartup68 after 5MRecovery-Advantage+18 instead of a safe jump, but be wary, as this setup does not cover DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion.s

  • This combo consumes 50 Mana.

Universal Starter Corner Combo

Universal Corner ComboSimple corner combo that also teaches a bit how to set up her more difficult, but more optimal corner routes
Easy

Chain Starter > 2S > 4S > 5M~S > 5B > 4S > 4S > 214M
This combo showcases an easy and short variant of her corner loops which are her bread and butter for optimal damage. You can lead into this route from any hit as long as you are in range for 2S. If you are not getting the Astra follow up after 4S, make sure to press the buttons one after another and not at the same time.

Like previous combos, this route also grants safe jump after 214M ender.

  • This combo consumes 50 Mana.

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
  1. Corner Carry BNB
  2. Air to Air BNB
  3. j.S Starter Combo
  4. More Optimal Corner Combo
  5. Less Optimal Corner Combo

Any Position Universal Starter Corner Carry BNB

Any Position Universal Starter Corner Carry BNBBring your opponents to the corner from anywhere on the screen!
Easy

Chain Starter > 2S > 5M~B > 66 > 5B > 2S > 4S > (5M~B hit)
This combo is amazing as it grants Dragon Knight some of the best corner carry in the game due to the Hard Knockdown with 5M~B, which gives Dragon Knight enough time to run all the way over to the opposite side of the screen to start her pressure. Finish with 2S > 4S > 214M for extra damage but less oki.

This combo works from any chain, even the most scaled ones such as 2A > 2A > 5B. Any chain into 2B will require a deeper dash-in and not work with A normals due to the range.

Some chains may be a little harder to execute than others due to the amount of time before the opponent techs varies based on starter, such as how starting with 2A will make the opponent tech out faster than if you started with 5B.

This combo also goes into this combo linked below but can only be done when starting the combo at the middle of the screen. Instead of ending the combo at (5M~B hit), continue with 5[S] into 4S.

Based on what starter you used with this combo, you may only get one or two loops of 5M~S > 5B > 5[S] > 5[S]

  • This combo consumes 80 Mana

Middle Of Screen Corner Carry B StarterOptimal but has very specific conditions.
Medium

5B > 2S > 4S > 5M~B > 5B > 2S > 4S (5M~B hit) > dl.5[S]
This combo is more optimal than the one before it but requires a specific starter and screen position, you will also only get one rep of 5M~S > 5B > 5[S] > 5[S] if you choose to extend in the corner.

  • This combo consumes 80 Mana.

Any Position Air to Air BNB

Any Position Air to Air BNBConvert off of a common situation.
Easy

Air Hit j.B > j.S > delay j.M > j.6M > falling j.B > 9 jump > j.A > j.B > j.S
A great air to air combo, as it grants a knockdown on hit and gives enough time for Dragon Knight to meaty the opponent. This combo assumes that you catch the opponent at the top of their jump in. A jump back j.B might be more consistent than a jump forward j.B as it will be harder for you to be hit out of your air normal by the opponent.

This combo is usually better than using an anti air 2S as it is not as situational for it to connect and hit the opponent out of their air normal.


  • This combo consumes 15 Mana.

Any Position j.S Starter

Any Position j.S StarterFor if your opponent is trying to throw something in neutral.
Easy

j.S > delay j.M > j.6M > falling j.B > slight delay 2S > 5M~B > 66 > 5B > 2S > 4S (5M~B hit) (if in corner) dl.5[S]
This combo provides a similar situation as this combo linked here except you can not do the 5M~S > 5B > 5[S] > 5[S] loops at all.

j.SDNFD Dragon Knight jS 1.pngGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4 is an amazing neutral tool as it can be used at almost all ranges and provides very many ways to bait your opponent into punishing it due to it being able to whiff cancel into j.MDNFD Dragon Knight jM.pngGuardMidStartup29Recovery-Advantage- to stay safe or to even try throwing out another j.SDNFD Dragon Knight jS 1.pngGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4. All in all, one of your primary neutral tools.

  • This combo assumes you are doing j.S decently close to the ground.
  • This combo consumes 125 Mana.

Corner Chain Starter

Corner Chain StarterMaximize damage in the corner.
Medium

Chain Starter > 2S > 4S > 5M~S > 5B > 5[S] > dl.5[S] > 4S > 5M~S > 5B > 5[S] > 5[S] > 4S > 214M
This combo is the highest damaging corner combo, but cannot be easily confirmed into raw, it is possible to convert into 5M~S > 5B > 5[S] > dl.5[S] loops from other combos on this page, check those pages for that information. Any chain can lead into this combo, even starters such as 2A > 2A > 5B will work. But the amount of delays will need to change based on how high the opponent launches when being hit by this combo.


  • This combo requires 70 Mana to do.

You can add another loop of 5M~S > 5B > 5[S] > dl.5[S] if you start with a raw 5B with no jump in beforehand. This version requires 120 meter.

Middle Of Screen 5B Starter Into Corner LoopsTurn a midscreen conversion into a corner combo.
Medium

Chain starter> 2S > 5M~B > 66 > 5B > 2S > delayed 4S > (5M~B hit) > 4S > 5M~S >5B > 5[S] > (5M~S hit) > 5[S] (delay if needed) > 4S > 214M
if you have the mana to spare and are near roundstart position you can opt into this route for even more damage as it leads directly into 5M~S loops. If you start this route with 5B and have at least 140 mana you can repeat the final loop again with another 5B > 5[S] > (5M~S hit) > 5[S] (delay if needed) > 4S instead of going straight into 214M ender. Not very advised however as you will have no mana after for pressure, but it's good to know in case you are in awakening/the enemy would die with the last loop.

  • This combo consumes 80 Mana.

4S Combo Loops In The Corner

4S Combo Loops In The CornerAlternative, slightly easier but less damaging routing to the combo above
Medium

Chain starter > 2S > 4S > 5M~S > 5B > 5[S] > delayed 4S > (5M~S hit) > 4S > [5M~S > 4S > (5M~S hit) > 4S]x2 > 214M
Alternative routing using Astra S loops. Reason why this combo is easier is because unlike the one above which uses multiple manually timed 5[S], this one has only one timed delay in it (the second 4S) and rest is auto timed. This route does less damage unless you can do the loops at least 4 times (including the first 5M~S where you first use 5[S]), but those are only available in awakening and require 200 mana. However its much easier to do and more consistent across the entire cast.

The key to setting these loops is to delay the second 4S just enough to get the initial Astra hit (the blue shockwave) hit the opponent in the air. After that you can mash 4S without needing to time anything.

  • This combo requires 170 MP, however ending the combo after the second loop is much cheaper, costing around 100 MP.

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

Corner 1000 damage ToD DP punish

Corner 1000 damage ToD DP punishAre you awakening? Did you block their DP? Time to do damage.
Very Hard

236M CH > Conversion > 66 > 2S > 5M~S > delayed 5[S] > 4S > [5M~S > 4S > 4S]x3 > 214M > AS
Surprisingly more viable ToD than you'd think. In majority of your matches you will not need to kill them with one combo, but this route shows you the sheer damage potential Dragon Knight has and how her optimal Awakening punishes look like. The main idea here are the 4 Astra 5M~S > 4S loops. They deal incredible damage and are very easy to do. The hard part comes from the beginning and the ending. At the beginning you need to properly time your 5[S] to hit them as high as possible. At the end the final 214M might not always land because they ended too high up after the final 4S. Few delays are necessary throughout the combo to make sure they don't end up too high.

Few notes.

  • This combo does inconsistent damage (on Dragon Knight this can do 1003 damage for example). This is because Astra 5M~S, for reasons unknown, sometimes does not do all of its damage.
  • This combo requires Conversion to start. You will get white health after blocking DP, but not against Kunoichi as her DP should be rolled through.
  • This combo consumes 200 Mana, Awakening and Awakening Super.

Easier version of the corner ToD comboEasier, slightly less damaging but more consistent version of the previous route.
Hard

Chain starter or 236M or 5[S] > [Conversion > 66 (if started with 236M or 5[S])] > 5B > 2S > 4S > 5M~S > delayed 5[S] > 4S > [5M~S > 4S > 4S]x3> AS
You can go into this route from pretty much any bigger starter, no need for conversion or counter hit either (video showcases DP punish to show its still possible). The core ideas of the route are the same. 4 Astra loops, big damage, but this time very consistent and does around 900 damage. You omit the final 214M and go straight into AS. This must be done as low to the ground as possible, otherwise it will whiff on smaller characters.

  • This combo consumes 200 Mana, Awakening and Awakening Super.

j.B > j.S corner confirm

j.B > j.S corner confirmNiche confirm that might useful to do once in a while
Medium

214M ender > safejump > j.B > j.S > j.M > j.A > j.B > landing 6S > j.S > 2S > 4S > 214M
In niche situations where pressuring after your knockdown might be too dangerous so you would right disengage with j.S, but it ends up hitting. Example of these situations:

  • You have very little MP to pressure with
  • Enemy has dangerous Awakening (such as Hitman)
  • You conditioned them hard enough to get hit by j.B safejump

There are no delays in this combo, do everything as quickly as you can.

  • This combo consumes around 30-50 Mana.

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