Thank you for the Video. I'm trying to learn Vanguard right now. Some notes I made: At 1:19 the end should be 2ms The 1:53 combo can be ended with 5ms > 2ms > 2ms (425dmg) The 1:53 combo can also be ended with 5ms(first hit) > AS (573dmg) J.s > 5s > 6s > 4s > 2s > 5b > 2b > 5ms > 6ms (314dmg) / when far away micro dash after 2s You can always start combos if you hit 5ms. (5ms > 5ms > conversion > 5s > 6s > 4s > 2s > j.b > j.ms > [micro dash > jump] > j.s > 5s > 2ms) (421dmg) (there are many different combo routes)
I am going to give this a game at try and try to get good at it. I think about maining the young necro mancer from Diablo looking dude what his name???
Coming back to DNF when the December Grand Patch hits, gotta relearn Vanguard. TBH I think he got bonked by the extremes (too slow vs Strikers/Grapplers, just slightly too stubby vs Hitman/Troubleshooter) but everyone else that operates midscreen he can definitely challenge.
Still early I admit but after about 2 hours with him - I'm done. Without meter he literally can't combo into anything. Starting combos from lights means you always spend meter and do puny dmg. Once you do that 2/3 times you're out of meter and out of combos because he can't chain to heavy (unlike other characters). His standing light also whiffs on some characters and his DP isn't really a DP. His range is good but then you play others and realise they also have the same range but without his disadvantages.
From what I’ve tried poking the opponent at mid range with heavy’s and fishing for a counter hit works best as his best damage can be accessed from there. You can also keep yourself safe on recovery with 5ms,6ms. The rest is meter management. Remember that he struggles in mid range
You can't really spend all of your resources on a single combo. Make sure you always got some left for the DP in case you need it. 5A whiffing ans DP as a get of me tool not being reliable, i agree with
I love how people underestimate Vanguard. Almost no one plays him(at least from what I can tell) yet once he gets a hit confirm he can absolutely ruin your day with just a simple combo with his heavy string into anything he wants and add in OTGs where needed. Only downside is that his DP is absolute shit and misses the majority of the cast. I really can't find a good safe wake up because of this and almost always end up guarding and then guard canceling by spending my meter(if someone has any useful advice on this it would be appreciated)
I've been starting to have success with rolling at the right moments from guard and keeping my distance poking at them with his 5AA and 5B to 2B. When they get flustered I take the first mistake and then pull out the big damage he can do. For his DP I've noticed it still hit Crusader whom is quite popular even if he is crouching
@@kingflocka6501 i got you bro they just make that shit confusing. Basically visualize a numberpad on the keyboard. The number indicates the DIRECTION that you push and the letter indicates the BUTTON you press. A = Light punch, B = Medium ect. So for example. 2 is below 5 so its basically like down on a controller. 6 is on the right of 5 so its the forward button. 4 is on the left of 5 so its the Backwards button and 8 is above 5 so its the up button. So if the input say 2B its the same as down/crouch + medium punch. If it says 6A it means Forward + Light punch ect.
@@kingflocka6501 i got you homie 👍🏾 the tricky ones are like 236A which just basically a hadouken input because 2=down 3=down+forward together and 6 = Forward (by itself) keep grinding big dawg
Is there a Black Beat in this game like Guilty Gear/Blazblue, where your combo count number will turn black when the opponent doesn’t time their recovery as you continue your combo? Because of how many OTGS and loop combos in this game, I wanna know how and when to tech since it’s different to other Arc Sys fighting games.
Thank you for the Video. I'm trying to learn Vanguard right now.
Some notes I made:
At 1:19 the end should be 2ms
The 1:53 combo can be ended with 5ms > 2ms > 2ms (425dmg)
The 1:53 combo can also be ended with 5ms(first hit) > AS (573dmg)
J.s > 5s > 6s > 4s > 2s > 5b > 2b > 5ms > 6ms (314dmg) / when far away micro dash after 2s
You can always start combos if you hit 5ms. (5ms > 5ms > conversion > 5s > 6s > 4s > 2s > j.b > j.ms > [micro dash > jump] > j.s > 5s > 2ms) (421dmg) (there are many different combo routes)
If you are using default config
A = Square / X
B= Triangle/ Y
S = Circle / B
MS = Cross / A
I know the official naming might be confusing
I was like "wtf are S and MS"
DNF Duel is so good. I am so glad you are playing and making content for it. Hopefully the game grows in popularity enough to carry us to SF6
God his hit sounds are so satisfying
Man this is so helpful, now I can destroy my friend with these combos hehe. Need grapplr combo asap🔥
OMG wasnt expecting this thanks!!!!! Your are the best MC Mura-san!! Ganbatte kudasai.
I am going to give this a game at try and try to get good at it. I think about maining the young necro mancer from Diablo looking dude what his name???
Well well well .... and when I thought Berserker was going to be my main... Vanguard may have one me over.
Same lol
Combos are cool but the character is dogshit. You get locked down by the entire cast
Nice upload! Hope you do Troubleshooter next!
My man already dropping DNF VIDS. can't wait for STRIKER vid BRO!
Coming back to DNF when the December Grand Patch hits, gotta relearn Vanguard.
TBH I think he got bonked by the extremes (too slow vs Strikers/Grapplers, just slightly too stubby vs Hitman/Troubleshooter) but everyone else that operates midscreen he can definitely challenge.
Bro i checked my notis and was like " ah mc mura upploaded cool.... Wait dnf duel's out heeeeeeeeelll yeah
Still early I admit but after about 2 hours with him - I'm done. Without meter he literally can't combo into anything. Starting combos from lights means you always spend meter and do puny dmg. Once you do that 2/3 times you're out of meter and out of combos because he can't chain to heavy (unlike other characters). His standing light also whiffs on some characters and his DP isn't really a DP. His range is good but then you play others and realise they also have the same range but without his disadvantages.
From what I’ve tried poking the opponent at mid range with heavy’s and fishing for a counter hit works best as his best damage can be accessed from there. You can also keep yourself safe on recovery with 5ms,6ms. The rest is meter management. Remember that he struggles in mid range
Strive Ky Kiske syndrome
You can't really spend all of your resources on a single combo. Make sure you always got some left for the DP in case you need it.
5A whiffing ans DP as a get of me tool not being reliable, i agree with
Also frame data is just bad. Gets locked down by the entire cast. Put in 3 hours and I'm done with this shit
I love how people underestimate Vanguard. Almost no one plays him(at least from what I can tell) yet once he gets a hit confirm he can absolutely ruin your day with just a simple combo with his heavy string into anything he wants and add in OTGs where needed. Only downside is that his DP is absolute shit and misses the majority of the cast. I really can't find a good safe wake up because of this and almost always end up guarding and then guard canceling by spending my meter(if someone has any useful advice on this it would be appreciated)
I've been starting to have success with rolling at the right moments from guard and keeping my distance poking at them with his 5AA and 5B to 2B. When they get flustered I take the first mistake and then pull out the big damage he can do. For his DP I've noticed it still hit Crusader whom is quite popular even if he is crouching
If you are cornered block and alpha counter a slow attack in their blockstring on wake up. Expensive but worth it imo
Man this is everything I wanted DB Fighterz to be. This game awesome!!!!
Exactly!!!!!!!!!!!!!
Can someone explain to me what 5a and 2b and all that stuff means the worst part of these tutorial videos for me is finding out what that stuff means
The numbers are the numpad notation, its a way of saying which direction to press
789
456
123
@@MCMuraFGC that just makes it even more confusing
@@kingflocka6501 i got you bro they just make that shit confusing. Basically visualize a numberpad on the keyboard. The number indicates the DIRECTION that you push and the letter indicates the BUTTON you press. A = Light punch, B = Medium ect. So for example. 2 is below 5 so its basically like down on a controller. 6 is on the right of 5 so its the forward button. 4 is on the left of 5 so its the Backwards button and 8 is above 5 so its the up button. So if the input say 2B its the same as down/crouch + medium punch. If it says 6A it means Forward + Light punch ect.
@@mibbzx1493 thank you bro now it makes sense
@@kingflocka6501 i got you homie 👍🏾 the tricky ones are like 236A which just basically a hadouken input because 2=down 3=down+forward together and 6 = Forward (by itself) keep grinding big dawg
Is there a Black Beat in this game like Guilty Gear/Blazblue, where your combo count number will turn black when the opponent doesn’t time their recovery as you continue your combo?
Because of how many OTGS and loop combos in this game, I wanna know how and when to tech since it’s different to other Arc Sys fighting games.
iirc this game has auto tech. You can act out of a tech but you lose your invincibility.
Game has auto tech, so don’t even worry about it
That was quick o_0
Sick
Troubleshooter next plz
His damage reduction on combos is bullshit compared to other characters.
Idk about that tbh. I feel like he does mad damage especially on very short combo strings compared to the majority of characters.
@@MWKRider Compared to Inquisitor? Dragon Knight? Crusader? Ghost Blade? Cause I've experienced them all first hand lol