DNFD/Swift Master/Combos

From Dustloop Wiki
 Swift Master
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

Basic 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

REPLACEME

Bread and Butter SafejumpWorks anywhere on anyone and gives 4S > 2S safejump
Easy

... > 5B > 2B > 5S > j.S > j.236M > 5[S] >(dl) 236M > 2B > ]S[
One of the foundations of Swift Masters strength, allowing him to go into a safejump anywhere by ending the combo with 4S > 2S. He also has the ability to switch sides during 236M. This combo requires one delay if done at max range with 5AA starter

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

REPLACEME

5A Starter SafejumpHigher damage off a 5A starter
Medium


5A > 5B > 2S > j.M > j.S > j.236M > j.S > j.2S > j.S > j.236M > j.S > j.2[S] > 5]S]

REPLACEME

5B Starter SafejumpHigh damage off a 5B starter
Medium


5B > dl.2S > j.236M > j.S > j.M > 5S > j.S > j.2S > j.236M > j.S > j.2S > j.S > j.236M > j.S > j.2[S] > j.B > 5]S[
The delay on 2S is required at round start range against everyone except Kunoichi, Crusader, Vanguard and Grappler.

Does not work at round start range against Striker and Enchantress.

Combo Theory

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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

REPLACEME

Titleshort descriptor
Difficulty


X > X
description

Miscellaneous Combos

Combo Position Damage MP Gain Works on: Difficulty Notes Video Ver.
5AA > 5B > 2B > 5S > j.S > j.236M > 5S > 9j.S > j.2G > 5S(8) > j.236M > j.[S] > (66)2B > ]S[ > 214M > (66)214M > ]S[ Anywhere 364(99) - Everyone - Goes into exhaustion but deals a large amount of damage https://www.youtube.com/watch?v=AsNCNOKJcds 1.05
5B > 2B > 5S > 236M > 5B > 5S > j.S > 2G > 5S > j.S > 2G > 5S > 236M >(66) 2B > 5S > j.S >dl. j.236M > 5S > j.[S] >(66) 2B > ]S[ >dl. 5M > 2B > ]S[ Anywhere 427(161) - Everyone - Can end with 214M > 214M > ]S[ for added damage at the cost of exhaustion https://www.youtube.com/watch?v=PLQlzyvGQoo 1.05
5B > 2B > 5S > 236M > 5B [2S > j.2G]*3 5S > 236M > 2B > 5S jc j.[S] > 236M 66 2B > ]S[ Anywhere 322(132) - Everyone Medium Midscreen 5B confirm. Can follow up with orb set or 4S 2S okizeme 1.05
5B > 2B > 5S > 236M > 5B > 5S > j.S > j.2G > 5S > j.S 236M > j.[S] > dash > (2B) > ]S[ > 2B > ]S[ > 236M > 2B > ]S[ > dash > [2B > ]S[]*2 Anywhere 403(408) - Everyone Hard Midscreen 5B confirm at 100 MP. Works roundstart on everyone if you delay the first 2B (helps confirming with just one hit too due to the huge window 5B has) but you'll have to skip the 2B after 236M tornado. HKDs. - 1.05
5B > 2B > 5S > 236M > 5B > 5S > j.S > j.2G > 5S > j.S 236M > j.[S] > dash > [2B > ]S[]*2 > dash > 5M [2B > ]S[]*2 Anywhere 417 - Everyone Hard Alternate version of the above combo at 100MP for a bit more damage at the cost of some MP if you don't do the motions. Otherwise it's not only better but easier. - 1.05

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