DNFD/Launcher/Combos

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< DNFD‎ | Launcher
 Launcher
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

Combo Theory

Almost all of Launchers combos are structured around 2A and 5A starters. While it is possible to get higher damage from B, S or even MP Skill starters these are more situational punishes and don't present themselves often in matches.

The common goal is to end combos mid-screen with 236M for corner carry and either 236M or 623M once in the corner. Ending with 236M in the corner will give the strongest 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. setup with follow up 2B whiff canceled into a meaty 5S. In all other cases (e.g. max range 5B) you should end combos with 5M to push your opponent back while denying them the opportunity to use conversion to get back in.

If you have the extra meter to burn you can add on j.M to most combos for an extra minimum 100 damage for each Quantum BombDNFD Launcher jM.pngGuardAllStartup124RecoveryTotal 26(+5 Landing)Advantage-.

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

Meterless 5A starter (123 damage)The easiest way to get started
Very easy

5A > 5AA > 4S > j.S
Works everywhere and at all but max 5AA range. Good confirm when 5B is too far for any projectile attacks to combo.

Can add 2A at the start for 2 less damage.


Basic midscreen with 5M ender (150 damage)My first combo
Very easy

5A > 5AA > [5B] > 5M
Low-cost, low damage combo that is very useful for stripping away white life. This will be your go to combo when outside of 4S range after 5B.

Can add another rep of [5B] > 5M with conversion.


Fullscreen pushback (~237 damage)Go away!
Easy

5A > 5AA > 5S > 236M > 5S > dl.6S > dl.5M
Works everywhere and at most 5AA ranges. This combo sends the opponent to the other end of the screen so it's best used away from the corner.


Full screen confirm (~172 damage)White health remover
Very easy

5S > 6S > 5M
The only way to confirm long range rocket hits.


Basic corner anti-air (506 damage)No way out
Easy

AA 2Sx5 > 214M(2) > dl.5S > 214M(2) x2 > dl.5S > 214M(2) > 4S > 623M
Simple mana-efficient high damage anti-air leading into oki in the corner.

The 2S links need a slight delay between each rep to make it easier to connect with 214M.


Jump-in into oki (~193 damage)Death from above
Easy

jA > jS > 5A > 5AA > 4S or 5B > 5M
jA needs to hit quite low.

You can trade oki for extra damage and white health removal by ending with 5B > 5M instead of 4S.


Basic midscreen into oki (210 damage)No conversion needed
Easy

2A > 5A > 5AA > 4S > 236M > 5S > dash > 4S
A very simple bnb that has about half screen corner carry.

Near the corner you can end with jS for a hard knockdown and be in a better position to handle wake up roll with 2B oki.

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

Meterless j.B jump-in (~172 damage)Not a lot of reward for the risk
Medium

j.B > 2A > 5S > 2S > dl.6S > dash > 4S > jS
This combo works everywhere on the screen.


Round start roll punish (~346 damage)Roll catcher
Medium

2A > 5S > 2S > dl.6S > dash > 4S > 236M > dash > 214M(2) > 4S > 236M
Works at round start distance.

You need to delay the 6S so that it hits slightly behind the opponent, giving you enough time to dash in with 4S

The damage varies depending on how 214M hits.


2A midscreen full corner carry (~306 damage)give an inch take a mile
Medium

2A > 5S > 2S > dl.6S > dash > 4S > 236M > dash > 4S > 623M
Works anywhere on the screen and gives full corner carry.


2A corner confirm (~303 damage)
Easy

2A > 5A > 5AA > 5S > 2S > jc > j.S > 236M > 5S > 214M(2) > 4S > 2M


j.A jump-in with full corner carry (~291 damage)
Medium

j.A > j.B > 2A > 5S > 236M > 5S > dash > 5S > 236M > 4S > 623M
While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.

Damage varies depending on how many hits 236M gets.


j.B jump-in with full corner carry (~311 damage)
Medium

j.B > 2A > 5A > 5AA > 5S > 236M > 5S > dash > 5S > 236M > 4S > 623M
Metered variant of the the previous meterless j.B combo with full corner carry.

While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.

Damage varies depending on how many hits 236M gets.


j.S jump-in with full corner carry (~333 damage)
Medium

j.S > 5A > 5AA > 5S > 236M > 5S > dash > 5S > 236M > 4S > 623M
While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.

Damage varies depending on how many hits 236M gets.


2S anti-air with full corner carry (319 damage)Full corner carry AA
Medium

2S > dash > [5B] > 5S > dl.6S > dash > 4S > 236M > dash > 4S > 623M
Works from anywhere on the screen.


5A full corner carry (~313 damage)
Hard

5A > 5AA > 5S > 2S > 236M > 5S > dash > 5S > 236M > dash > 4S > 623M
Useful for taking the corner anywhere on the screen.

While this is possible with 100MP you will need a minimum of 120MP if you want this route to end meter positive.


5A corner confirm (~354 damage)
Easy

5A > 5AA > 5S > 2Sx2 > 214M(2) > 5S > [214M(2)]x2 > 5S > 214M(2) > 4S > 623M
Damage varies depending on how 214M hits.


5A corner confirm with added j.M (~369 damage)
Hard

5A > 5AA > 5S > 2S > jc > j.M > j.A > j.S > dl.2B(whiff) > dl.5S > 214M(2) > 4S > 623M
A higher damage, higher execution version of the previous 5A corner confirm.

You need to be fairly close with hit confirm This keyword does not have an entry in the Glossarying 5A in order to connect with j.A > j.S later in the combo.


j.A corner jump-in (~297 damage)More death from above
Easy

j.A > j.S > 2A > 4S > 236M > 5S > 214M(2) > 4S > 623M
Damage varies depending on how 214M hits.


5S full corner carry (~410 damage)Rocket to the face
Medium

5S > 2S > 236M > 5S > dash > 4S > 236M > dash > 4S > 623M
Works anywhere on screen where 5S and 2S link.


5S corner confirm (~465 damage)Getting serious
Hard

5S > 2Sx3 > jc > j.M > j.A > j.S > dl.2B(whiff) > dl.5S > 214M(2) > 4S > 623M
Damage varies depending on how 214M hits.

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

2A corner side swap confirm (~465 damage with clear cube)
Medium

2A > 5S > 214M(2) > dash > 2S > 214M(2) > 5S > 214M(2) > 214M(2) > 5S > 214M(2) > j.M > j.S(whiff) > 4S
170MP requirement.

Good utility combo to steal the corner and deal a good amount of damage.


CH 5B corner confirm in exhaustion (291 damage)
Medium

CH [5B] > 5S > 6S > [5B] > 5S > 6S > 5S > 214M(2) > j.M > j.S(whiff) > j.S
-50 or more mana requirement.

A great combo for when you're exhausted and still need to keep up the pressure.


2B corner confirm (~391 damage)
Medium

2B > 5S > 6S > 5S > 6S > 5S > 6S > dash > 5S > 214M(2) > j.M > j.S(whiff) > 4S
Needs 100 mana to start and will leave you mana positive.

Depending on your spacing you may need to include a micro dash to be in range for j.M > j.S(whiff) > 4S to link.


2S anti-air corner carry confirm (~751 damage with ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34 ender)No-fly zone
Medium

AA 2S > 214M(2) > dash > 2S > 214M(2) > dash > 2S > 214M(2) > dash > 2S > 214M(2) > jc > j.M > j.S(whiff) > j.S > dash > 5S > 214M(2) > 4S > AS
170MP requirement.

Anti-air combo with full corner carry.


5S Corner Carry Double Nuke combo (~512 damage)
Hard

5S > 2S > jc > dl.j.M > j.A > j.S > [66 > 5S > 214M(2)]x2 > j.M > j.S(whiff) > 4S
Needs 130 mana.

The trick to getting 214M > j.M to link is making sure you input j.M as low to the ground as possible (also known as a tiger knee An input method to perform a special move in the air as fast as possible after you leave the ground. Almost always abbreviated to TK. For Example: 2369 for a j.236 input. input). This way you whiff cancel j.S for shorter landing recovery into j.S and the nuke will be auto timed to hit after the animation of 4S finishes.


2A midscreen confirm (~361 damage)
Hard

2A > 5S > 214M(2) > dash > (2B whiff) > 2S > 214M(2) > dash > dl.5S > 214M(2) > j.M > j.S(whiff) > j.S
130MP requirement.

You need to be point blank with 2A to avoid dropping later in the combo.

2B is optional. 5S needs to be delayed just slightly to hit after 2B if used.


170MP 2A corner confirm (~482 damage)
Hard

2A > 5S > 2S > 214M(2) > 2S > 214M(2) > 5S > 214M(2) > 214M(2) > 5S > 214M(2) > j.M > j.S(whiff) > 4S
170MP required to remain meter positive after (with oki).

Deals up to 506 damage with clear cube.

Damage varies based on character and how many hits of 214M connect.


2A corner to corner confirm (~724 damage with ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34 ender)Coast to coast
Hard

2A > 5S > 214M(2) > dash > 2S > 214M(2) > j.M > j.S(whiff) > j.S > dash > 5S > 214M(2) > j.M > j.S(whiff) > 4S > dash > 4S > AS
200MP requirement.

2A needs to start close enough to link 5S into 214M.

This combo be used anywhere on the screen.


Corner 5A Starter (~734 damage with ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34 ender)
Hard

5A > 5AA > 5S > 2S > 214M(2) > j.M > j.S(whiff) > [5B] > 6S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > 4S > AS
200MP requirement.

A good meter dump corner combo for closing out rounds.

Don't hold 5B for the full duration as that will mess up the link into 6S > j.M after.


Corner 2A Starter (~777 damage with ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34 ender)Lucky!
Hard

2A > 5S > 2S > 214M(2) > j.M > j.S(whiff) > [5B] > 5S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > 4S > AS
200MP requirement.

A good meter dump corner combo for closing out rounds.


Corner DP Punish (~776 damage with ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34 ender)
Hard

CH 5A > 2S > jc > dl.j.M > j.A > j.S > j.M > j.S(whiff) > dl.5S > dl.5S > 214M(2) > j.M > j.S(whiff) > 4S > 4S > AS
Needs 200 mana and awakening.

A DP punish starting from 5A. You need to be close in order to link 5A into 2S.

Does not work on  Inquisitor.


5S Corner DP Punish (~885 damage with ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34 ender)
Hard

CH 5S > 2S > 4M(2) > 5S > 2S > 4M(2) > j.M > cv > 5S > dl.6S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > 4S > AS
Needs 200 mana and awakening.

A DP punish starting from 5S.

Does not work on  Enchantress.


2B Triple Nuke Corner Confirm (~797 damage with ASDNFD Launcher AS.pngGuardAllStartup2+16Recovery43Advantage-34 ender)Max range 2B confirm
Hard

2B > 5S > 2S > jc > j.M > j.A > j.S > j.M > j.S(whiff) > 5S > dl.5S > 214M(2) > j.M > 4S > 4S > AS
200MP requirement.


2S DP Punish (~905 damage with AS ender)
Hard

CH 2Sx4 > jc > j.M > CV > 2S > 214M(2) > dl.j.M j.S(whiff) > j.S > dl.5S > 214M(2) > j.M > j.S(whiff) > 4S > dl.4S > AS
200MP requirement.

A touch of death A single combo that will defeat the opponent even from full health. combo on  Enchantress and  Swift Master.

Does not work on  Inquisitor.

Miscellaneous Combos

2A Confirms
Combo Position Damage MP Req. Works on: Difficulty Notes Video
2A > [5B] > 5S > 2S > 214M(2) > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > j.S > j.M > j.S(whiff) > 4S > AS Corner 720 200 All Hard Alternate 2A meter dump route that uses 2 j.S mid combo to build mana.

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