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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 the previous move into the following move.
->/~ = Cancel 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. = Jump
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
[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
LAU = Launcher
LOS = Lost Warrior
RNG = Ranger
STR = Striker
SWI = Swift Master
TRO = Troubleshooter
VNG = Vanguard

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


Beginner Universal All Positions ComboA simple, reliable confirm that sets up oki.
Very Easy
Chain Starter > 5S(2) > 5M~M~M

Day 1 Combo. This combo is available from all chains, regardless of screen positioning, and has a very low mana cost. While not ideal, this combo works well as a hit confirm from any point in Troubleshooter's Blockstrings, and gives him enough time to either meaty the opponent afterwards or use 4S for self-buffs.

  • This combo consumes 60 Mana.
  • This combo does 217 Damage.


Beginner Universal All Positions Combo VariantA variant for when the opponent is just out of range of your 5M.
Very Easy
Chain Starter > 5S(2) > 236M~M

A variant of the previous combo that does a little more damage and hits more reliably at longer ranges at the cost of more mana. This combo gives less reward than the previous one, but the wallbounce from 236M gives Troubleshooter enough time to either use 4S for self-buffs or run towards the opponent for oki.

  • This combo consumes 80 Mana.
  • This combo does 221 Damage.


Beginner Universal B Starter ConfirmA reliable confirm from B normals. Bigger starter, bigger damage.
Very Easy to Easy

2B/5B > 2S > 6S > Run > 5S(2) > 6S > 236M~M

A combo with solid damage and decent corner carry due to 236M.

If the opponent reaches the corner after being hit with 236M, this combo can be extended by going into j.M > Run > 2B > 623M for 363 Damage.

  • This combo consumes 80 Mana.
  • This combo does 329 Damage with 5B starter, 319 with 2B starter.


Beginner Universal B Starter Corner ComboA high damaging corner combo for when you need damage above all else.
2B/5B > 2S > 6S , 2S > 236M~M, j.M, Run > 2B > 623M

A high damaging combo for when you're right in the corner.

The 2S pickup after 6S must be delayed slightly for the combo to connect. If delayed too much, however, the subsequent 236M~M's final shot is prone to missing. It is much better to delay too much than delay too little to avoid being punished.

  • This combo consumes 100 Mana.
  • This combo does 399 Damage with 5B starter, and 389 with 2B starter.

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


Universal Corner Carry ComboBring your opponent to the corner and oppress them with Net Oki.

… > 2B > 5S > 5M > 66 > j.M > Run > 2B > 5S > 214M > 66 > 2A(whiff) > Run > 2B > 5M > 66 > j.M > Run > 2B > 214M

A combo that provides full-screen corner carry and strong okizeme by ending with Oppression.DNFD Troubleshooter 214M 2.pngGuard:
This puts Troubleshooter in an advantageous situation, as the opponent is forced to guess a strike/throw mix in the corner.

This combo works from any of Troubleshooter's chains. However, some starters may make the microdashes harder to execute. The microdash between 214M and 2A must be as short as possible to ensure that the 2A whiffs and the 2B has enough time to connect.

  • This combo consumes 100 Mana.
  • This combo does 320 damage.

Combo Theory

The 2 main components of maximizing Trouble Shooter's damage in combos are 5M > j.M extensions and 4M/214M > 66 2A extensions. Both offer generous windows to follow up on after the fact and allow for greater corner carry. While 5M > j.M can be done essentially any time, anywhere on screen provided Trouble Shooter is close enough to connect the j.M, 4M/214M > 66 2A is much more dependent on the proper positioning, requiring the opponent to both be high enough in the air when hit by the shotgun blast as well as being close enough to the net that gets thrown down that they won't recover before the section they are on top of explodes. The two easiest ways to set up these conditions are 5S (2) up close or 2S into a delayed 4M/214M. In the corner regardless of starter you will usually be able to make use of 4M/214M > 66 2A as an extension but midscreen will require more specific routes and will often need you to be much closer than 5M > j.M does to combo properly, and at the ranges that you can use 4M/214M > 66 2A you can just as well use 5M > j.M if you aren't comfortable with the microdash 2A. Both of these extensions become quite a bit easier when in Awakening thanks to the buffs that all of Trouble Shooter's M moves get. At that point as well, 6M/236M becomes a nearly full screen combo starter as the wallbounce allows you to pick up the opponent with a j.M into whatever combo you want. Aside from those 2 important extensions it's worth noting that effective use of 4S for the damage buff, but more importantly white health to freely use conversion, can open up Trouble Shooter's combos to ridiculous levels.

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


2B Midscreen to Corner ComboHigher damage routing near the wall.

2B > 2S > 6S > Run > 5M > 66 > j.M > Run > 2B > 5S (2) > 214M > 66 > 2A (Whiff) > 66 > j.M > 66 > j.M > Run > 2B > 214M

A higher damage route that requires a specific starter and screen position. The microdash between 214M and 2A (Whiff) must be very short in order to avoid both hitting the opponent and detonating the net from Oppression.DNFD Troubleshooter 214M 2.pngGuard:
The two j.Ms must be performed as low to the ground as possible.

  • This combo consumes 100 Mana.
  • This combo does 409 damage.

Miscellaneous Combos