DNFD/Striker/Combos

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 Striker
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

These combos are not optimal BnB A staple combo that is simple yet effective.s because they sacrifice damage and corner carry, but they will help you get a feel for the character.

Learn them progressively, find the one you can do most consistently, and then play a few games before attempting harder combos.

All of the combos in this section can work from any ground starter other than 2SDNFD Striker 2S.pngGuardAllStartup12Recovery34Advantage-18 and M specials.


The most basic oneSimple gatling sequence
Very Easy


2A > 5B > 5SS > 236M
Use the easy input (6M) if you have trouble ending it with 236M.

It's a good fallback if you don't know what to do when you land a hit.


Adding more inputsSlightly more complex
Very Easy


2A > 2B > 5B > 5SS > 6S > 236M
Use more advancing moves to push them closer to the corner, as well as deal more damage.


Jump cancelling into an air stringYou can hold the jump after inputting 2S to jump ASAP
Easy


2A > 2B > 5B > 5S > 6S > 2S > jc > j.B > j.S5M > 236M
Get used to jump cancels, because Striker makes use of them a lot in combos.

In most BnB combos you will jump cancel with a forward jump.

No specific timings are required, other than waiting until you land after j.S, then immediately going for 5M.

In the corner, instead of ending the combo at 236M, you can follow up with a slightly delayed 214MDNFD Striker 214M.pngGuardAllStartup29Recovery13Advantage+4 for a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..

On the other hand, if you can recognize that you can't reach the corner, you can cancel the last j.S into a delayed j.MDNFD Striker jM.pngGuardAllStartup18Recovery11 + 2 LandingAdvantage-, for a midscreen hard knockdown.


Looping divekicksPretty much a BnB
Easy


2A > 2B > 2S > jc > j.B > j.S2B > 2S > jc > j.B > j.S5M > 236M
Landing after j.S and launching the opponent in the air with 2S is the most common sequence you will find in Striker's BnBs.

If optimizing for damage, you would usually do 2S directly after landing, but you shouldn't focus on that now.

Instead, get a feel for the timing of Striker's landing after j.S, and input 2B as soon as possible with that regard.

Once you are comfortable doing these combos in a match, you can try learning a BnB or reading the combo theory section to have a better grasp on how to combo from stray hits.

Combo Theory

Striker can easily get fullscreen corner carry from any BnB A staple combo that is simple yet effective. starter in order to get corner pressure To attack the opponent continuously and leave little room for counter attacks., damage and 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..

Some of her combos require you to delay normals or specials, but the timings are generally lenient.

The following sequences can be used very often in these combos, making it easy to learn BnBs off most starters. By learning them individually you'll have an easier time pieceing the combos together.

Staple combo sequences

Combo filler for opponents in the airAlso good for stray hits
Easy

[2S > jc > j.B > j.S]xN
This sequence works easily when the opponent is in the air. It's a great fallback for stray hits.

The key to linking multiple loops during a combo is inputting 2S and j.B as soon as possible, which is made easier thanks to the game's input buffer.

If maximizing for damage, you can skip j.B, but the timing is generally not easy. The loop itself is harder to execute when starting from a raw 2S as opposed to mid combo, so you should practice it in a BnB instead.

If you're not feeling confident about looping this variation, you can input 2BDNFD Striker 2B.pngGuardLowStartup10Recovery26Advantage-11~-20 or 5BDNFD Striker 5B.pngGuardAllStartup9Recovery19Advantage-3 after landing and then cancel into 2S instead for generally easier combos, though this will result in less damage. Experiment and find what works best for you.

Doubles as an effective way to go into enders.

A great pickup from midscreen buttonsBig damage
Medium

2S > 214M > 66 > 4S OTG
A very strong pickup, if you can hitconfirm it from Striker's midscreen buttons.

Microdash required, unless near the corner.

This sequence allows you to go into air diveloops into an ender of your choice, for corner-to-corner combos that deal around 400 damage.

Generic enders

You can pick your preferred ender sequence based on how much meter you want to spend. All of these work on 100 meter.

214MDNFD Striker 214M.pngGuardAllStartup29Recovery13Advantage+4 is the ender of choice for corner combos, as it deals a lot of damage and leads to a hard knockdown A knockdown that forces the character into a prolonged knockdown state. After a hard knockdown, teching is disabled briefly, allowing the player who is on the offensive more time to set up a meaty, a mix-up, etc..

Alternatively, if the opponent doesn't have a lot of meter, it can be a good idea to spend less meter on an ender and instead follow up with a guardbreak string.

On any hard knockdown, you can connect with j.SDNFD Striker jS.pngGuardAllStartup14RecoveryUntil landing + 7Advantage~+7 to OTG and then j.S again to safejump them - this might require some manual timing.

BnBGood damage, 100 meter, -30 exhaustion
Very Easy


... 2S > jc > j.B > j.S5M > 236M > dl. 214M
An ender that puts you at -30 meter, deals good damage and secures a HKD in the corner. Do the 5M as soon as you land after j.S. You can go into OTG divekick oki from this. At 100 meter, this combo allows you to loop any hit of corner oki at least twice.

In order to avoid accidentally side swapping, 214M must be delayed minimally. Otherwise Striker may perform the move facing the wrong direction and whiff.

In high proration combos, you might have to cancel the 2nd hit of 5M into 236M.

DamageA bit more damage, 100 meter, -49 exhaustion
Easy


... 2S > jc > j.B > j.S > j.M ▷ OTG 5M(2) > 236M > 214M
Highest damage ender, puts you at -49 meter if you started with 100. Delay the 5M for as long as it takes for you to reach 51 meter, otherwise you can't get a HKD if you're on 100 meter. Go for the previous ender if you're not confident in timing it. Unless you can avoid exhaustion, this ender is probably not worth using. The damage increase is usually under 10 HP, and it will leave you without meter for combos you might get from opening up your opponent on oki - but it could still make the difference in a close round.

Low meter usageLow damage, 100 meter, low meter usage
Very Easy


... 2S > jc > j.B > j.S > dl. j.M
Low damage ender for saving meter or when you want to secure a HKD but can't reach the corner.

You can go for OTG j.S immediately after j.M, unless you're too low to the ground.

High proration, low meter usageLowest damage, 100 meter, works where other enders might not
Very Easy


... 5SS > jc > j.M
When proration doesn't allow anything better. Situationally, you can microdash into 5M(2) > 236M > 214M, if you're close enough to the opponent and to the corner.

Low proration, low meterDecent damage, 100 meter, short/unprorated combos only
Very Easy


... 5M > 214M
A good option when you recognize that you won't have enough mana for a different ender, but want to end in a bit more damage than just j.M.

Does not work after a high number of hits.

AwakeningBig damage
Very Easy


... 5M/214M/236M > AS
In awakening Striker can cancel any of her metered skills (except for 623M) into her Awakening MoveDNFD Striker AS.pngGuardAllStartup20 (2 + 18)Recovery60Advantage-45 for a high damage ender in the corner.

You can loop 236M > 214M for as long as you have meter, and then cash out with AS.

Sample combos

A breakdown of what most BnB combos look like.

Light starter corner-to-cornerDiveloops into BnB ender
Easy

2A > 5B > 6S > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > dl. 214M

  • Starter: 2A
  • Filler for damage: 5B > 6S
  • Diveloops: [2S > jc > j.B > j.S]x2
  • Ender: 5M > 236M > dl. 214M

Corner-to-corner, with more damageHigh damage pickup into diveloops into BnB ender
Medium

6S > 2S > 214M > 66 > 4S OTG > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > dl. 214M

  • Starter: 6S
  • 214M pickup: 2S > 214M > 66 > 4S OTG
  • Diveloops: [2S > jc > j.B > j.S]x2
  • Ender: 5M > 236M > dl. 214M

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

If you have trouble looping divekicks with 2S > jc > j.B > j.S, check the combos at the end of the tab for each section, for easier alternatives.

2A starter169 damage/100 meter/-30 exhaustion
Easy


2AAA > [2S > jc >j.B > j.S]x2 ▷ 5M > 236M > 214M
Scaled 2A confirm with good corner carry.

2A starter223 damage/100 meter/-30 exhaustion
Easy


2A > 2B > 2S > jc > j.B > j.S2B > 2S > jc > j.B > j.S5M > 236M > dl. 214M
Not corner to corner, still huge carry.


2B/5B/4S/5S/6S starterUp to 415 damage/100 meter/-30 exhaustion
Medium

Starter > 5S > 2S > 214M > 66 > 4S OTG > 5S > 6S > 2S > jc > j.B > j.S5M > 236M > dl. 214M
Doesn't work at tip range for some starters.

High damage from most midrange buttons. The 5S gives you plenty of time to recognize whether the starter was blocked or not.

The j.S is prone to drop on small characters, such as Enchantress and Swift Master - in this situation, you can adjust the combo by swapping 6S for 2B. 2B starter doesn't work on all characters, such as Striker.

2B/5B/4S/5S/6S starterUp to 435 damage/100 meter/-30 exhaustion
Medium

Starter > 2S > 214M > 66 > 4S OTG > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > dl. 214M
Slightly more damage than the previous version, but you must go into 2S right away for the 2nd diveloop to connect, which can make it quite difficult to hitconfirm.

The 2S can easily whiff if the starter gets blocked or if at tip range, leaving you open for an easy punish.

Use this version only if you can consistently hitconfirm, or if you know the starter will connect.

2B/5B/4S/5S/6S starterUp to 370 damage/100 meter/-30 exhaustion
Easy

Starter > 5S > [2S > jc > j.B > j.S]x3 ▷ 5M > 236M > dl. 214M
An easier variation that sacrifices the 214M pickup, while still retaining good damage.

Instead of 5S, you can do any non-light button of your preference, but 5S deals the most damage.

2B/5B/4S/5S/6S starterUp to 356 damage/100 meter/-30 exhaustion
Easy


Starter > 5S > 2S > jc > j.B > j.S2B > 5S > 2S > jc > j.B > j.S5M > 236M > dl. 214M


j.A starter291 damage/100 meter/-30 exhaustion
Medium

j.S (blocked) > j.A5A > 5S > 2S > 214M > 66 > 4S OTG > 5S > 6S > 2S > jc > j.B > j.S5M > 236M > dl. 214M
Strong corner to corner combo off your overhead option from j.S.

Against small characters (such as Swift Master and Enchantress) or if j.S wasn't blocked, skip 6S.


623M starter518 damage/200 meter
Medium

623M(1) > 214M > 66 > 4S > 5SS > jc > j.M ▷ OTG 5M(2) > 236M > 214M > AS
Big damage off a DP, midscreen and requires awakening. Depending on the positioning, a microdash might be required after j.M.


CH 236M starter388 damage/100 meter/-30 exhaustion
Medium

CH 236M > 66 > 5B > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > dl. 214M
A corner to corner combo that works from fullscreen and midscreen. Begin the dash as soon as possible and hit them with the tip of the 5B.

CH 236M starter500 damage/100 meter/-45 exhaustion
Medium

CH 236M > dl. 214M > 66 > 4S > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > dl. 214M
High damage. Delay the first 214M accordingly, so that it hits them while falling.

The microdash is not very difficult, and isn't required if the opponent is right in the corner.


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


Blocked DP punish548 damage/100 meter/-35 exhaustion
Medium

Block DP > (66) > CH 214M > 66 > 214M > B+S > 5B > 5S > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > dl. 214M
Corner to corner DP punish that makes use of the white health received from blocking the DP for conversion.

Works versus characters with DPs with slower recoveries: BRZ, ... TODO

In awakening, you can loop 236M > 214M into AS for 853 damage, to make them think twice about trying to DP next time.

Blocked DP punish523 damage/100 meter/-45 exhaustion
Medium

Block DP > CH 6S > 214M > 66 > 214M > B+S > 5B > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > dl. 214M
A variation that works versus characters with DPs that have less recovery. Also connects at further ranges than the 236M starter.

At 100 meter, the 214Ms must be inputed with the proper motion, in order to regain meter for the ender.

This version can be somewhat tricky for punishing DPs that don't build a lot of white health, such as Inquisitor's.

Against characters with DPs that have a lot of pushback, the first 214M might not connect without dashing after blocking the DP.

Miscellaneous Combos

Video Examples

Striker Combos and Ideas by NuclearTaco {{#evt: service=youtube |id=https://www.youtube.com/watch?v=2fc-qJ5fyf0 service=youtube |id=https://www.youtube.com/watch?v=ZT1VBry7xW8 }}

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