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==Miscellaneous Combos==
==Miscellaneous Combos==
==Video Examples==
{{#evt:
service=youtube
|id=https://www.youtube.com/watch?v=2fc-qJ5fyf0
}}


==Navigation==
==Navigation==

Revision as of 20:25, 5 July 2022

 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

Easy combo for some damageSimple gatling sequence
Very Easy


Starter > 5B > 5SS > 6S > 236M
This combo will connect from any button other than 2S and M specials, so it's a good fallback if you don't know what to do.


Hard knockdownSlightly more complex
Very Easy


Starter > 5B > 5S > 2S > jc > j.B > j.S > dl j.M
You need to delay the j.M, otherwise it won't connect.


Corner damageBasic combo when near the corner
Very Easy


Starter > 5B > 5S > 2S > jc > j.B > j.S5M > 236M > 214M
Wait until you land after j.S, then immediately go for 5M.

Combo Theory

Striker can easily get fullscreen corner carry from any BnB starter in order to get corner pressure, damage and oki.

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.

Due to the fact that these sequences can be looped, and because they don't make use of M specials, you can easily regain a lot of meter while comboing the opponent in order to secure a strong ender.

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.

If maximizing for damage, you can skip j.B, but the timing is not easy.

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.

Combo filler that works for any grounded hitEnables corner to corner combos from 2A
Easy

[5B > jc > j.S]xN
This sequence allows for max corner carry from 2A. It's not optimal from other starters.

You have a lot of time to hitconfirm whether the preceding move hit or not, thanks to 5B being the starting point.

When you complete the last diveloop in a combo, you can link into 5A > 5B, followed by an ender.

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.

214M is the ender of choice for corner combos, as it deals a lot of damage and sets up divekick oki.

BnBGood damage, 100 meter, -30 exhaustion
Very Easy


... 2S > jc > j.B > j.S5M > 236M > 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.

Sometimes 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.

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-cornerGround diveloops, ender for high proration
Medium

2A > [5B > jc > j.S]x2 > 5A > 5B > 5SS > jc > j.M ▷ 66 > 5M > 236M > 214M

  • Starter: 2A
  • Ground diveloops: [5B > jc > j.S]x2
  • Link into ender: 5A > 5B
  • Ender: 5SS > jc > j.M ▷ 66 > 5M > 236M > 214M

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

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

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

2A starter229 damage/100 meter/-49 exhaustion
Medium

2A > [5B > jc > j.S]x2 > 5A > 5B > 5SS > jc > j.M ▷ 66 > 5M > 236M > 214M
Corner to corner combo from 2A involving ground diveloops, cashing out on meter for oki and damage. Microdash required for the ender. Doesn't work at 2A's tip range.

2A starter232 damage/100 meter/-30 exhaustion
Easy

2A > 5B > 5S > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 214M
Ever so slightly less corner carry: you will still reach the corner from 80% of the stage.

As long as the number of hits is the same, the full combo connects with any sequence of moves before the 2S, even 2AAA (unless the moves themselves do not combo).

Slightly better damage and less meter usage.

2A starter--- damage/--- meter/--- exhaustion
Easy


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


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 > 214M
Doesn't work at tip range for some starters.

High damage from most midrange buttons. You must go into 2S right away for the 2nd diveloop to connect, which might make it quite difficult to hitconfirm. The 2S can easily whiff if the starter gets blocked or if at tip range.

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 > 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.


j.A corner to corner276 damage/100 meter/-30 exhaustion
Medium

j.S (blocked) > j.A5A > 5S > 2S > 214M > 66 > 4S OTG > 2S > jc > j.B > j.S5M > 236M > 214M
Strong corner to corner combo off your overhead option from j.S. You can skip the 5S to deal 5 more damage, but that also makes it harder to hitconfirm into 2S.

The 5S can be replaced by any other ground normal, such as 5B.

This combo also works:

  • If they get hit by j.S.
  • If you do 2A after j.A, in case you wanted to go low after overhead - with reduced damage. In this case, go for 2B or 5B after 2A, since you can't link into 5S. This variation also has the advantage of leaving 5A available for rebeat when finishing your pressure, in case they didn't get hit.


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 > 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 > 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 punish530 damage/100 meter/-35 exhaustion
Medium

Block DP > (66) > CH 214M > 66 > 214M > B+S > 2B > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 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 punish514 damage/100 meter/-45 exhaustion
Hard (?)

Block DP > CH 6S > 214M > 66 > 214M > B+S > 2B > [2S > jc > j.B > j.S]x2 ▷ 5M > 236M > 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.

Miscellaneous Combos

Video Examples

{{#evt: service=youtube |id=https://www.youtube.com/watch?v=2fc-qJ5fyf0 }}

Navigation

 Striker