DNFD/Grappler/Combos

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 Grappler
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
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
BAT =  Battle Mage

Basic Combo Theory

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

Slam Kick and Air SteinerGrappler's basic combo conversions.


Slam Kick (j.S) is a useful and highly applicable move that with good timing and spacing provides Grappler with high damage routes and knockdowns. Useful both as a jump-in and as a conversion tool, with proper usage j.S will allow Grappler to optimise his damage.

Air Steiner (4S)DNFD Grappler 4S.pngGuardMidStartup9RecoveryAdvantage-35 is an all around useful skill providing grappler with knockdown. When Charged it allows him to convert into MP Skills such as Charged Magnumsault (5[M])DNFD Grappler 5M.pngGuardMidStartup31Recovery24Advantage-4 to continue the combo or even into another 4S for a meterless option.

In a lot of combos, the main route is to land j.S low enough for 4[S] to connect.

# A Starter Combos Position Damage Notes
1 5AA > 5B > 2B > 2S jc j.A > j.B > j.S ▷ 4[S] > 5[M]~6, 2B > 4S Any 309 Basic Combo with a long string at the beginning to hitconfirm with.
2 5AA > 5B > 2S > jc dl j.B > dl j.S ▷ 2S > jc dl j.B > dl j.S ▷ 4[S] > 5[M]~6 > 2B > 4S Any 333 j.S loop from 5A hitconfirm
3 5A > 2B > 2S > jc dl j.B > dl j.S ▷ 2S > jc dl j.B > dl j.S ▷ 4[S] > 5[M]~6 > 2B > 4S Any 363 High damage starting from 5A punish. Also works from 2A but reduced damage.


High Kick and Neck SnapPushing the numbers


High Kick(2S)DNFD Grappler 2S.pngGuardMidStartup14RecoveryAdvantage-12 is Grappler's main launcher for combos. Depending on starter and when it's used in a combo it allows for a variety of follow-ups, letting Grappler optimise his damage. The Charged version provides a higher launch and damage.

Neck Snap(6S)DNFD Grappler 6S.pngGuardMidStartup20RecoveryAdvantage+4 is a threatening tool during pressure and allows for combos. In niche situations, it can be used to optimise damage when used early in a combo such as after a 2S launch.

# B Starter Combos Position Damage Notes
1 5B > 6S > 5A > 2S > jc dl j.B > dl j.S ▷ 2S > jc dl j.B > dl j.S ▷ 4[S] > 5[M]~6 > 2B > 4S Any 371 Combo in case 5B > 6S hits.
2 5B > 2B > 2S > jc j.[S] ▷ j.B > dl j.S ▷ 2S > jc dl j.B > dl j.S ▷ 4[S] > 5[M]~6 > 2B > 4S Any 444 Combo in case 5B > 2B hits.
3 5B > 2S > jc j.[S] ▷ 2S > jc dl j.B > dl j.S ▷ 2S > jc dl j.B > dl j.S 4[S] > 5[M]~6 > 2B > 4S Any 460 High Damage Punish from a 5B. Also works from 2B for 5 more damage.
4 5B > 2S > 6[S] > 5[M] > 2S > jc dl j.B > dl j.S ▷ 4[S] > 5[M]~6 > 2B > 4S Any 491 High Damage optimised Punish from a 5B. Also works from 2B for 5 more damage. Needs to be close for 6[S] to connect.


Fling BnBImportant for making pressure hurt.
Easy

5S > 5[M], 4[S], 5[M]~6, 4S
This combo works for both Charged and Uncharged FlingDNFD Grappler 5S 1.pngGuardThrowStartup12RecoveryAdvantageN/A, but the first Magnumsault must be 5[M]~6 if Charged.

Since a major part of Grappler's pressure To attack the opponent continuously and leave little room for counter attacks. is Fling, it's important to have a combo like this in mind for when it hits.

Importantly, this combo still works if you enter Exhaustion after the first Magnumsault, making it incredibly consistent.

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/2B ConfirmsHigh damage, starter can only be 5B or 2B.
Medium

Starter > 2S > jc j.[S] > land 2S > 4[S], 5[M]~6, dl 2B > 4S
Any additional hits in the starter will make j.[S] whiff.

Works fine if the starter connects on an airborne opponent, but at very high heights, j.[S] will whiff. At those heights, do j.S > j.M to keep from dropping.

Very important as part of Grappler's highest damage routing; the ender can usually be delayed, but may sometimes require a dash instead if spacing is slightly off.


5B Counterhit5B is a good punish, or counterpoke when within range; this combo makes the most of it.
Medium

CH 5B > 2[S] > jc j.[S] > land 2[S] > 4[S], 5[M]~6, dl 2B > 4S
While doing 5B > 2[S] in neutral hoping for a counterhit may sound unappealing, 2[S] is -7 with considerable pushback, so it won't be too bad even if the opponent ends up blocking. Due to the forward movement, it's likely to connect even at max range; 5B's hitstun on CH is long enough that it's certainly possible to hitconfirm if you're looking for it. Regardless, it is most reliable as a punish combo, and does heavy damage while still maintaining okizeme if 5B is all you have time to get out.

The j.[S] must be delayed slightly; if you do it right away, you won't have enough time to pick up from the ground bounce with 2[S]. However, delay it too long and the combo will drop; it's not terribly difficult to get the hang of, but it does need practice.


Tackle Starter (Super Armor)You'll use it more than you think.
Medium

CH 6[M], wbWall bounce; wait until they're falling 5[M]~6 > Conversion, dl 2[S] > 4[S], 5[M]~6, dash 2B > 4S
Charged TackleDNFD Grappler 236M.pngGuardMidStartup24RecoveryAdvantage-8~+1 is an important part of Grappler's approach and learning how to convert off of it when you armor through an attack gives threat to your approach.

This combo is the most MP-efficient way to convert off of Charged Tackle while retaining as much damage as possible. More MP-intensive routes are in the Specialized Combos.

Standard j.[S] ComboReliable, high-damage jump-in combo with AS confirm option.
Medium

j.[S], 2S > 4[S], 5[M]~6, dash 2S > 4S > (AS)
Final dash 2[S] can be substituted for dl 2B for slightly less damage. Final 4S can be substituted for 4M for slightly more base damage if not ending with AS.

Combo Theory

Combo Starters
Button Use
5B or 2B Used commonly for frame traps, meaties, and neutral, it also happens to hurt a lot when it hits. Gives Grappler almost every single route they could want.
5A or 5AA You'll probably get this mashing your opponent's pressure or staggering your own. Leads to 2S > 4[S] combos or a well-timed throw reset with 4M.
2S As a close-range anti-air, 2S is absolutely amazing and gives great damage and/or okizeme with a Jump Cancel or 4[S].
4[S] A niche starter mostly reserved for reading jumps or catching opponents who stayed in the air too long. Gives a good continuation with OTG 5[M] or a fast and short route to okizeme with 5B > 4S.
6S or 6[S] Another tool used for pressure that gives a worthwhile reward. Uncharged, a properly timed 5A gives a good combo, while the charged version lets 2[S] connect for massive damage.
2A Useful for stagger pressure or mashing out due to being Grappler's fastest normal. Combos into 2S and still goes into 4[S] routes with a 2B confirm.
Combo Filler
Move Use
5[M] OTGs and deals incredible damage. Used after 5[S], j.[M], and 4[S], though its versatility cannot be overstated.
2S In combos with low scaling, 2S > 4[S] is a great way to extend. Otherwise, 2S is still useful for setting up your ender.
j.[S] Only works during earlier parts of most combos, but leads into other good extenders such as 5[M] and 2S.
2[S] A charged version of a better extender, it has far more niche uses but works well when utilized. Important for continuing off of Conversions such as after 6[M].
Combo Enders
Move Use
4S The bread and butter, and likely how you'll end every single combo. Good, close-range okizeme that helps keep them in the vortex.
j.M In air-to-air hits or heavily scaled air combos, this is the best way to score okizeme and damage.
j.S Another air ender for scaled starters, but only if you don't want to spend MP on j.M.
4M It can be worthwhile to end highly scaled starters or confirms (like 5AA > 5B > 2B) with this for good damage and (still great) okizeme.

When to MP Dump

  • When it'll close a round, off of any starter or in any situation.
  • After a heavily unscaled starter, like 2[S] or 4[S].
  • To chase down a low HP opponent; otherwise, dashblocking and using 6[M] sparingly is better.

Grappler wants MP. For combos, mixups, and defensive plays, Grappler never wants to enter exhaustion or most of his kit doesn't have an endgoal. As such, it's better to keep combos efficient rather than damaging. Unless the route you're doing will let you exit Exhaustion by the end, it's not worth the risks associated with running out. Grappler thrives in the mixup, so don't be scared to let the opponent go with more HP to save your MP for next time, so long as you still have the advantage.

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


Charged Magnumsault StarterSometimes, that one wild hit is all you need.
Medium

5[M], dash 5B > 2S > 4[S], 5[M]~6, dash 2B > 4S
Charged Magnumsault has niche use in calling out bad neutral options. When it does land, it leads to great damage and close okizeme.

This route requires both hits of Charged Magnumsault to connect; if only one hit connects, then dash 5B > 2B > 4S is the go-to.


Break Down StarterFor when 280 DMG raw isn't enough.
Medium

4[M], 5M > Conversion 5B > 4S
The timing for 5M can feel odd, but otherwise, it's a normal OTG combo.

Without Conversion, it's always better to take the knockdown from 4[M] and run okizeme rather than OTG.

On very unscaled combos like this, it's best to end with Quaking TigerDNFD Grappler AS.pngGuardMidStartup5+0RecoveryAdvantage-.


Charged Neck Snap Starter+31 means shenanigans.
Very Hard

6[S], 2[S] > jc j.[S], land 4[S], 5[M]~6, dash 2B > 4S
While getting the timing down can be incredibly hard, Neck SnapDNFD Grappler 6S.pngGuardMidStartup20RecoveryAdvantage+4 is an attack where optimization is key. Going for a normal route works, but going for a normally impossible route is better.

This combo can be further optimized by replacing j.[S] with j.[M], but the difficulty and MP cost makes it less than viable.

Uncharged Neck Snap doesn't have any special routing, as it's far less plus and needs to be linked with 5A or 2A, which neuters its combo potential.

External Documents and References

tragic's Grappler Spreadsheet, which aided in writing this page

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