DNFD/Spectre/Combos

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< DNFD‎ | Spectre
Spectre
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.
, = LinkTo perform a second action after the first action completely finishes its animation. the previous move into the following move.
->/~ = CancelTo 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
BRZ = Berserker
CRS = Crusader
DRK = Dragon Knight
ENC = Enchantress
GHO = Ghostblade
GRP = Grappler
HIT = Hitman
INQ = Inquisitor
KNO = Kunoichi
FLA = Launcher
LOS = Lost Warrior
RNG = Ranger
SRK = Striker
SWI = Swift Master
TRO = Troubleshooter
VNG = Vanguard
SPC = Spectre
MBR = Brawler

Combo Theory

Basic Combos

Beginner.png Basic combos are simple combos with the fewest requirements and conditions possible.
  • 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

5A Shaker Blast ConversionA simple scoop for many ranges
Easy


5A > 5B > 2B > 6M > land 2S > 9jc > j.3S~S
A 40 MP, simple starter combo for close and midrange that converts into a Booze knockdown. 2A can be substituted for 5A if the opponent is in much closer, and to avoid getting j.2S after 6M, a small delay is required to let Spectre land on the ground first.

The second S input for j.3S may take a little finessing to get down, but the launch from 2B gives a bit more time to get the input in safely; when the opponent is close to the corner, j.6S~S works just as well. For an extra 60 MP, j.M can be added after j.3S~S in order to knock the opponent down, and if the technical input is used for 6M, enough MP is regenerated to activate Daredevil while the opponent is still caught up by j.M at the cost of potentially Exhausting.

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

5B confirm into safe DaredevilCorner carry to boot
Medium

5B > 5S(1) > 6S > 6M > j.6S~S > j.M > 66 > 2B > 5S(3) > 6S > 8/9jc > IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.6S~S > 5M

A 100 mana starter from a long-range 5B hit that carries the opponent into the corner from roundstart position, ending advantaged enough to safely enter Daredevil with 5M.

Note that the combo will drop if done at round start/max 5B range range without moving forward. When done from closer range, (such as from a 5A starter) 5S(3) can be used to push the opponent out. j.3S can also be in place of j.S depending on Spectre's position relative to the opponent if forward Booze would move her too far for j.6S~S to connect. When too close for Rusty Nail to connect, can opt to land after 236M into 2S > jc IASInstant Air Special
Conceptually includes Tiger KneePerforming a special as soon as possible after becoming airborne. Usually, but not always, involves an input trick.
For Example: 2369S for a j.236S input.
j.3S~S > j.M

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



Combo List

Midscreen Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
Midscreen to Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes
Corner Combos
Combo Position Damage MP Gain Works on: Difficulty Notes

External References

Navigation

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Systems Pages