DNF Duel: Beginners' Guide To Combos
FULL DESCRIPTION BELOW:
In this quick little tutorial video you will hopefully understand different kinds of combos and how to string them together :)
I wanted to make the video with as little reading as possible so the bulk of the explanations will be in the description below.
I am relatively new to ArcSys games so take this with a pinch of salt, I think notation and naming convention may change down the line.
*NATURAL COMBOS*
Natural combos are multi-hitting single attacks; these are basically some Skill moves and most if not all MP Skill moves (and Awakening Skill moves AKA Supers).
*CANCEL COMBOS*
Cancel combos are when you cancel the recovery of one attack into the start-up of another.
The general cancel chain is: A B S M AS. Crusader, Launcher & Vanguard cannot do this chain.
The normal chain that most characters can do is: 5A 5A 5B 2B, you can start with 2A instead of 5A 5A. Depending on character you can then cancel into a S or M move.
The cancel chain also works in the air but obviously you can only do 2 or 3 attacks due to limited air time.
For multi-hitting attacks you can cancel any time during the attack so need to bear that in mind if you want to land all the attacks where some combos require you to cancel early.
Some characters are able to cancel Skill moves into each other like Vanguard (all S moves) and Inquisitor (5S & 2S into 6S or 4S).
Most characters are able to jump cancel certain moves (normally Skill or MP Skill moves) to extend combos, this can be performed by holding up (7, 8 or 9) during the move.
*LINK COMBOS*
Link combos are when you recovery from the first attack and hit your opponent with the second attack before they have recovered. There are 3 basic types of link combos:
1. Ground links - very rare in this game
2. Air links or juggles - majority of links are juggles in this game
3. Grounded links or OTGs (Off The Ground) - certain attacks that knock down your opponent will allow for OTGs to extend the combo
Every combo is a combination of all these different types of combos, position and timing is the key to landing the complex difficult combos!
*RED DAMAGE*
This is non-recoverable damage. MP Skills and Awakening Skills only do red damage.
*WHITE DAMAGE*
All attacks and throws with the exception of MP Skills and Awakening Skills do "white damage", this is damage that can be recovered over time. Generally attacks will deal 50:50 white and red damage. MP Skills and Awakening Skills are the exception to this rule and will also remove all white damage ontop of their own damage. Blocking attacks will also cause white damage. White damage can also be exchanged for MP (Conversion - B+M).
*MOMENTUM*
Momentum comes from forward dashing, if you jump your jump will go further and if you attack your attack will slide forward a little. This is important for characters who can use momentum with attacks that ordinarily have no horizontal range enable them to move forward a little to hit when they ordinarily wouldn't.
Any questions please leave a comment and I'll do my best to answer!
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