DNFD/Swift Master: Difference between revisions

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{{InvisibleHeader}}{{#lst:{{PAGENAME}}/Data|Links}}
{{MFlag|update}}
======<span style="visibility:hidden;font-size:0">Overview</span>======
==Overview==
{{Overview
{{DNFD/CharacterLinks}}
| overview = Swift Master is a technical and aggressive character who is adept at fighting from nearly anywhere on the screen.
<div id="home-content" class="home-grid">
{{card|width=4
|header = Overview  
|content=
Swift Master is a technical and aggressive character who is adept at fighting from nearly anywhere on the screen.


Thanks to his fast movement speed, great frame data, large disjointed hitboxes, and the ability to use any MP moves while airborne, Swift Master will generally command the pace of the match in any matchup. When playing from a distance he can fish for highly damaging hits with {{MMC|input=]S[|label=Storm Strike}}, an unreactable nearly fullscreen plus on block combo starter that beats projectiles, or space the opponent with his {{clr|S|6S}} projectiles. When needing to approach zoners, he can use {{MMC|input=214M|type=M|label={{clr|M|214M}}}} to protect himself from projectiles for up to 4 hits, even beating otherwise dominant options such as Crusader's {{MMC|chara=Crusader|input=236M|label={{clr|M|236M}}}} all while making his own dodge plus on block.
Thanks to his fast movement speed, large disjointed hitboxes, and the ability to use any MP moves while airborne, Swift Master will generally command the pace of the match in many matchups. When playing from a distance he can fish for highly damaging hits with {{MMC|input=]S[|label=Storm Strike}}, a nearly fullscreen safe on block combo starter that beats projectiles. When needing to approach zoners, he can use {{MMC|input=214M|type=M|label={{clr|M|214M}}}} to protect himself from projectiles for up to 4 hits, even beating otherwise dominant options such as Crusader's {{MMC|chara=Crusader|input=236M|label={{clr|M|236M}}}} all while making his own dodge plus on block.


In blockstrings, Swift Master is able to enforce nearly gapless guard crush pressure that is incredibly MP efficient as it can be performed with only 100 starting mana. Even without threatening guard breaks, he can prevent opponents with shorter reach from counterattacking via his {{MMC|input=6S|label={{clr|S|6S}}}} projectiles, or reset pressure by pulling opponents in with {{MMC|input=4S|label={{clr|S|4S}}}}.
In blockstrings, Swift Master has access to a variety of options that can throw off his opponent. Using {{MMC|input=236M|type=M|label=Wind Orb}} allows him to access an 8 way airdash attack in Sonic Move, which can be used to mix opponents with throw, bait reversals, or cancel Wind Orb into Storm Quaker for tight blockstrings that beat reversals and rolls. He can prevent opponents with shorter reach from counterattacking via his {{MMC|input=6S|label={{clr|S|6S}}}} projectiles, or reset pressure by pulling opponents in with {{MMC|input=4S|label={{clr|S|4S}}}}.  


If being dominant everywhere on the screen was not enough, Swift Master also has incedible okizeme and mana efficiency via {{MMC|input=236M|type=M|label=Wind Orb}}. It allows him to regain nearly his entire mana bar during a combo due to enhanced juggle properties keeping the opponent airborne and close to Swift Master, all while setting up some of the most threatening okizeme options in the game. With an active Wind Orb near the opponent, Swift Master can choose any options between double overhead, overhead into low, empty jump low, land and throw out of either option, crossup, etc, all while being able to be {{keyword|DP}} and Guard Cancel safe.
In addition to its blockstring strengths, using {{MMC|input=236M|type=M|label=Wind Orb}} for {{keyword|okizeme}} gives Swift Master a large amount of options including somewhat gimmicky high/lows as a knowledge check or to visually trick the opponent into making a mistake.  


His singular weakness is his bottom of the barrel health pool, making him more susceptible to touch of death situations than the majority of the cast.
His main weaknesses are his bottom of the barrel health pool and guard gauge, making him more susceptible to touch of death situations than the majority of the cast, as well as having the lowest natural mana regen in the game outside of Awakening. He also suffers from low reward on smaller hits and lacks an explosive win condition that other strong characters have.


| lore = '''A chosen Mage that wields the power of the winds in battle.'''
}}
 
{{DNFD/Infobox
In Pandemonium stands Stormy Heights, a place where arctic winds blow all year long. <br>
|fastestAttack=[[#2A|2A]] (6F)
The Swift Masters believe that the direction in which wind blows holds special powers, thus deciding the fate of a newborn depending on whatever winds it was born in. <br>
|reversal=[[#Eye of the Storm|623M]] (18F)
However, it is said that those who are born when no winds blow are destined to become Wind Gods.<br>
}}
The sight of them bending wind to their will to strike fast as lightning and as punishing as a storm is said to instill awe in witnesses.
{{ProsAndCons
 
|intro = Swift is classified as a '''''{{clr|#9569bc|Gimmicky}}''''' type. He has fast movement and high mobility. He can use all {{clr|4|MP}} moves while airborne. His moves support his movements while encumbering that of his foe's.
| summary = Swift is classified as a '''''{{clr|#9569bc|Gimmicky}}''''' type. He has fast movement and high mobility. He can use all {{clr|4|MP}} moves while airborne. His moves support his movements while encumbering that of his foe's.
| pros =  
| pros =  
* '''Mobility''': Swift Master is among the fastest characters in the game outside of Awakening, and the absolute fastest within it. He also has unmatched aerial mobility thanks to Sonic Move, and being able to use every {{clr|M|MP}} Skill while airborne.
* '''Mobility''': Swift Master is among the fastest characters in the game outside of Awakening, and the absolute fastest within it. He also is able to use every {{clr|M|MP}} Skill while airborne.
* '''Incredible Neutral''': All of Swift Master's attacks are highly disjointed and have devastatingly high return as whiff punishes. He is also adept at fighting projectiles with {{clr|M|214M}}, cancelling them out and leaving him plus on block when running or dodging into an opponent.
* '''Incredible Neutral''': All of Swift Master's attacks are highly disjointed, active, and are amazing as whiff punishes. He is also adept at fighting projectiles with {{clr|M|214M}}, cancelling them out and leaving him plus on block when running or dodging into an opponent.
* '''Pressure Monster''': With an active Wind Orb, Swift Master can access virtually every mix-up option in the game all while keeping his pressure safe from {{keyword|abare}}, {{keyword|true reversal}}s and Guard Cancels.
* '''The Corner Is Mine''': Swift Master's midscreen combo routes lead to a great deal of corner carry, and he also has the freedom to always pick which side he ends his combos on.
* '''Looping Okizeme''': Swift Master's midscreen combo routes lead to a great deal of corner carry, where he can then use his {{MMC|input=236M|type=M|label=Wind Orb}} mixup game to setplay and loop into more hard knockdown setups.
* '''He Needs It''': {{clr|M|214M}}'s active tornadoes allow Swift Master to break many rules of the game, such as having attacks out while Dodging and blocking so he is unpunishable on whiff or even free to start his own offense should they connect.
* '''He Needs It''': {{clr|M|214M}}'s active tornadoes allow Swift Master to break many rules of the game, such as having attacks out while Dodging and blocking so he is unpunishable on whiff or even free to start his own offense should they connect.
| cons =  
| cons =  
* '''Fragile''': Swift Master is in the lowest health and guard gauge brackets in the game, making him more susceptible to high damage combos and guard break pressure.
* '''Fragile''': Swift Master is in the lowest health and guard gauge brackets in the game, making him more susceptible to high damage combos and guard break pressure.
| official_difficulty = yes
* '''Damage Output''': Swift Master's only starters that lead to high damage combos are {{MMC|input=5M|label={{clr|M|5M}}}} and Storm Strike. While practical, the most common starters are {{clr|A|5A}}, {{clr|B|5B}}, or {{clr|S|5S}} anti airs. This usually means that Swift Master requires more touches to kill than other characters.
|unique_mechanic1_name=Awakening Effect: [[File:DNFD_Swift Master_Awakening_Icon.png|40px]] Wind Master
* '''Flawed Pressure''': Many of Swift Master's offensive tools (such as {{clr|S|4S}}, {{clr|S|6S}}, and {{clr|M|5M}}), can be huge risks if called out or reacted to, and the reward for success is low. Since {{clr|A|2A}} isn't low and {{clr|B|2B}} is a bit slow, it limits his mixup options without access to Conversion. Swift Master also has trouble dealing significant Guard Bar damage, generally making returning to neutral the best offensive decision.
|unique_mechanic1=<div style="text-align: center">
}}
{{FrameDataNotes|DNFD|Awakening Overview}}
</div>


Increases movement speed by 50% when walking, dashing, and backdashing. Also increases the distance traveled by backdash.</div>
===Unique Mechanics===
|fastestAttack=[[#2A|2A]] (6F)
{{card
|reversal=[[#Eye of the Storm|623M]] (18F)
|header=[[File:DNFD_Gold_Cube.png|40px]] Awakening Effect: Wind Master [[File:DNFD_Swift Master_Awakening_Icon.png|40px]][[File:DNFD MP Recovery Up Icon.png|40px]][[File:DNFD_Movement_Speed_Up_Icon.png|40px]]
|content=
<div style="text-align: center">{{FrameDataNotes|DNFD|Awakening Overview}}</div>
<div style="text-align: center">Gains the ability to cancel {{clr|M|MS}} Moves into {{MMC|input=236M|type=M|label=Wind Orb}} on hit or block, even his invincible {{clr|M|2M}}.</div>
<div style="text-align: center">Increases movement speed by 50% when walking, dashing, and backdashing. Also increases the distance traveled by backdash.</div>
<div style="text-align: center">Increases Mana Recovery Rate</div>
{{clear}}
}}
{{card
|header=[[File:DNFD_Clear_Cube.png|40px]] Awakening Effect: Windiness [[File:DNFD_Increase_Damage_Icon.png|40px]][[File:DNFD_Movement_Speed_Up_Icon.png|40px]][[File:DNFD MP Recovery Up Icon.png|40px]][[File:DNFD_Recovery_Up_Icon.png|40px]]
|content=
<div style="text-align: center">{{FrameDataNotes|DNFD|Awakening Overview2}}</div>
<div style="text-align: center">Damage inflicted is increased</div>
<div style="text-align: center">Increases movement speed by 50% when walking, dashing, and backdashing. Also increases the distance traveled by backdash.</div>
<div style="text-align: center">Increases Mana Recovery Rate</div>
<div style="text-align: center">Increases White Life Recovery speed</div>
{{clear}}
}}
}}


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|description=
|description=
Swift Master slashes the air in front of him. One of the farthest reaching {{clr|A|5A}}s in the game.
Swift Master slashes the air in front of him. One of the farthest reaching {{clr|A|5A}}s in the game.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|A|5AA<sup>[+]</sup>}}, {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}
}}
}}


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|description=
|description=
Swift Master lunges forward and attacks with more air blades. Advances forward slightly, making sure {{clr|A|5AA}} always hit confirms from a max range {{clr|A|5A}}.
Swift Master lunges forward and attacks with more air blades. Advances forward slightly, making sure {{clr|A|5AA}} always hit confirms from a max range {{clr|A|5A}}.
* Can be chained from {{clr|A|5A}} even on whiff.
 
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}
}}
}}


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|description=
|description=
Swift Master rapidly dashes forward delivering a wind-enhanced punch. A great advancing move due to the speed at which it covers distance, making this Swift Master's primary whiff punish normal.
Swift Master rapidly dashes forward delivering a wind-enhanced punch. A great advancing move due to the speed at which it covers distance, making this Swift Master's primary whiff punish normal.
* Cancels into {{clr|B|2B}} to start combos.
 
* Keeps opponents airborne.
* Keeps opponents airborne.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}
}}
}}


===<big>{{clr|B|2A}}</big>===
===<big>{{clr|A|2A}}</big>===
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2A
|input=2A
|description=
|description=
Swift Master crouches and attacks the area in front of him with wind blades. Has slightly less range than {{clr|A|5A}} but is one frame faster.
Swift Master crouches and attacks the area in front of him with wind blades. Has slightly less range than {{clr|A|5A}} but is one frame faster.
* Cannot be canceled into from any other normal.
* Cannot be canceled into from any other normal.
* Contrary to many other characters, Swift Master's {{clr|A|2A}} is ''not a low.''
* Contrary to many other characters, Swift Master's {{clr|A|2A}} is ''not a low.''
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|5B}}, {{clr|B|2B}}, {{clr|S|Skills}}, {{clr|M|MP Skills}}
}}
}}


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Swift Master's Sweep. A low attack that knocks opponents down on hit. Used as a poke due to its range and great speed, and to juggle airborne opponents during combos.
Swift Master's Sweep. A low attack that knocks opponents down on hit. Used as a poke due to its range and great speed, and to juggle airborne opponents during combos.
* Useful to do Conversion Cancel or {{MMC|input=236M|label=Wind Orb|type=M}} after hit confirming {{clr|B|B}} into {{clr|S|5S}}.
* Useful to do Conversion Cancel or {{MMC|input=236M|label=Wind Orb|type=M}} after hit confirming {{clr|B|B}} into {{clr|S|5S}}.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|Skills}}, {{clr|M|MP Skills}}
}}
}}


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|description=
|description=
Swift Master attacks slightly above him in the air. His go-to air to air option.
Swift Master attacks slightly above him in the air. His go-to air to air option.
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|B|j.B}}, {{clr|S|j.S}}, {{clr|S|j.2S}}, {{clr|M|MP Skills}}
}}
}}


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Swift Master attacks the space forward and beneath him, making {{clr|B|j.B}} an excellent jump-in option that is used in many of his okizeme situations.
Swift Master attacks the space forward and beneath him, making {{clr|B|j.B}} an excellent jump-in option that is used in many of his okizeme situations.
* Good cross-up potential
* Good cross-up potential
[[{{PAGENAME}}/Frame_Data#Cancel Table|Cancel Options:]] {{clr|S|j.S}}, {{clr|S|j.2S}}, {{clr|M|MP Skills}}
}}
}}


==Universal Mechanics==
==Universal Mechanics==
===<big>Throw</big>===
===<big>Throw</big>===
<span class="input-badge">'''{{clr|A|A}}+{{clr|B|B}}'''</span>
{{InputBadge|'''{{clr|A|A}}+{{clr|B|B}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=A+B
|input=A+B
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* Best used during corner pressure to gain some sort of advantage afterwards.
* Best used during corner pressure to gain some sort of advantage afterwards.
}}
}}
===<big>Dodge</big>===
{{InputBadge|'''{{clr|W|6G}}'''}}
{{DNFD_Move_Card
|input=6G
|description=
}}
===<big>Backwards Dodge</big>===
{{InputBadge|'''{{clr|W|4G}}'''}}
{{DNFD_Move_Card
|input=4G
|description=
* Has 7 frames more recovery than forward dodge, but the same Invulnerability.
}}


===<big>Guard Cancel</big>===
===<big>Guard Cancel</big>===
<span class="input-badge">'''{{clr|B|B}}+{{clr|S|S}}'''</span>
{{InputBadge|'''{{clr|B|6B}}+{{clr|S|S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6B+S
|input=6B+S
|description=
|description=
Since it uses the same animation as his {{clr|S|5S}}, Swift Master's Guard Cancel is one of the larger and more reliable ones in the game.
Since it uses the same hitbox as his {{MMC|input=5S|hitboxMode=true|label={{clr|S|5S}}}}, Swift Master's Guard Cancel is one of the larger and more reliable ones in the game.
}}
}}


==Skills==
==Skills==
===<big>Wind Blaster</big>===
===<big>Wind Blaster</big>===
<span class="input-badge">'''{{clr|S|5S}} (Air OK)'''</span>
{{InputBadge|'''{{clr|S|5S}} (Air OK)'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=5S,j.S
|input=5S,j.S
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===<big>Wind Upper</big>===
===<big>Wind Upper</big>===
<span class="input-badge">'''{{clr|S|2S}}'''</span>
{{InputBadge|'''{{clr|S|2S}}''' (Air OK)}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=2S
|input=2S,j.2S
|versioned=yes
|description=
|description=
;{{clr|S|2S}}
An uppercut that launches opponents on hit and leaves Swift Master airborne during the recovery, allowing him to cancel into air actions. This is useful when a {{MMC|input=236M|type=M|label=Wind Orb}} is near the opponent as he can land with {{MMC|input=j.XG|label=Sonic Move}} and loop Wind Upper several times for good meterless damage.
An uppercut that launches opponents on hit and leaves Swift Master airborne during the recovery, allowing him to cancel into air actions. This is useful when a {{MMC|input=236M|type=M|label=Wind Orb}} is near the opponent as he can land with {{MMC|input=j.XG|label=Sonic Move}} and loop Wind Upper several times for good meterless damage.
* High vertical reach and decent horizontal coverage as well.  
* High vertical reach and decent horizontal coverage as well.  
----
;{{clr|S|j.2S}}
Placeholder


[[{{PAGENAME}}/Frame Data#Cancel Table|Cancel Options]]: MP Skills
[[{{PAGENAME}}/Frame Data#Cancel Table|Cancel Options]]: MP Skills
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===<big>Sweeping Wind</big>===
===<big>Sweeping Wind</big>===
<span class="input-badge">'''{{clr|S|6S}}'''</span> {{DNFDicon|icon=proj}}
{{InputBadge|'''{{clr|S|6S}}'''}} {{DNFDicon|icon=proj}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=6S
|input=6S
|description=
|description=
Sends out 2 tornadoes that reach around half screen distance. Good tool for controlling space in neutral as well as pressuring in blockstrings
Sends out 2 tornadoes that reach around half screen distance. Good tool for controlling space in neutral as well as pressuring in blockstrings. Is jump cancellable on hit or block of the first tornado only.
* Keeps opponents airborne, allowing meterless combo extensions if close enough.
* Keeps opponents airborne, allowing meterless combo extensions if close enough.
* Blocks projectiles that are less active than the tornadoes.
* Blocks projectiles that are less active than the tornadoes.
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===<big>Headwind</big>===
===<big>Headwind</big>===
<span class="input-badge">'''{{clr|S|4S}}'''</span>
{{InputBadge|'''{{clr|S|4S}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=4S
|input=4S
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===<big>Storm Strike</big>===
===<big>Storm Strike</big>===
<span class="input-badge">'''{{clr|S|]S[}}'''</span> {{DNFDicon|icon=hkd}}
{{InputBadge|'''{{clr|S|]S[}}'''}} {{DNFDicon|icon=hkd}}
{{DNFD_Move_Card  
{{DNFD_Move_Card  
|input=]S[
|input=]S[
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==MP Skills==
==MP Skills==
===<big>Relentless Biting Wind</big>===
===<big>Relentless Biting Wind</big>===
<span class="input-badge">'''{{clr|M|5M}} (Air OK)'''</span> {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|M|5M}} (Air OK)'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
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===<big>Eye of the Storm</big>===
===<big>Eye of the Storm</big>===
<span class="input-badge">'''{{clr|M|2M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|M|623M}} (Air OK)'''</span> {{DNFDicon|icon=dp}}
{{InputBadge|'''{{clr|M|2M}} (Air OK)'''}} or {{InputBadge|'''{{clr|M|623M}} (Air OK)'''}} {{DNFDicon|icon=dp}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
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===<big>Wind Orb</big>===
===<big>Wind Orb</big>===
<span class="input-badge">'''{{clr|M|6M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|M|236M}} (Air OK)'''</span>
{{InputBadge|'''{{clr|M|6M}} (Air OK)'''}} or {{InputBadge|'''{{clr|M|236M}} (Air OK)'''}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
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===<big>Storm Quaker</big>===
===<big>Storm Quaker</big>===
<span class="input-badge">'''{{clr|M|6M}} during Wind Orb (Air OK)'''</span> or <span class="input-badge">'''{{clr|M|236M}} during Wind Orb (Air OK)'''</span> {{DNFDicon|icon=proj}}
{{InputBadge|'''{{clr|M|6M}} during Wind Orb (Air OK)'''}} or {{InputBadge|{{clr|M|236M}} during Wind Orb (Air OK)'''}} {{DNFDicon|icon=proj}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
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===<big>Wind Twist</big>===
===<big>Wind Twist</big>===
<span class="input-badge">'''{{clr|M|4M}} (Air OK)'''</span> or <span class="input-badge">'''{{clr|M|214M}} (Air OK)'''</span> {{DNFDicon|icon=proj}}
{{InputBadge|'''{{clr|M|4M}} (Air OK)'''}} or {{InputBadge|'''{{clr|M|214M}} (Air OK)'''}} {{DNFDicon|icon=proj}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
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===<big>Vortex Hurricane</big>===
===<big>Vortex Hurricane</big>===
<span class="input-badge">'''{{clr|M|4M}} during Wind Twist (Air OK)'''</span> or <span class="input-badge">'''{{clr|M|214M}} during Wind Twist (Air OK)'''</span> {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{InputBadge|'''{{clr|M|4M}} during Wind Twist (Air OK)'''}} or {{InputBadge|'''{{clr|M|214M}} during Wind Twist (Air OK)'''}} {{DNFDicon|icon=proj}} {{DNFDicon|icon=otg}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|conditions=
|conditions=
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===<big>Sonic Move</big>===
===<big>Sonic Move</big>===
<span class="input-badge">'''j.XG near Wind Orb'''</span>
{{InputBadge|'''j.XG near Wind Orb'''}}
{{DNFD_Move_Card|game=DNFD|mp=yes
{{DNFD_Move_Card|game=DNFD|mp=yes
|input=j.XG
|input=j.XG
|conditions=
|conditions=
|description=
|description=
''Performed with the {{Prompt|DNFD|G}} '''Guard button''' plus a direction  
''Performed with the {{Prompt|DNFD|G}} '''Guard Button''' plus a direction  


An air dash in the X direction when airborne near {{MMC|input=236M|type=M|label=Wind Orb}}. The air dash itself is a hit, and is often used to fast fall with a j.2G input during {{MMC|input=5S|label=Wind Blaster}} or {{MMC|input=2S|label=Wind Upper}} loop combos while the Wind Orb holds the opponent in place. It can also be used in blockstrings, giving Swift Master air dash mix-ups unique to him and {{CLabel|DNFD|Dragon Knight}}.
An air dash in the X direction when airborne near {{MMC|input=236M|type=M|label=Wind Orb}}. The air dash itself is a hit, and is often used to fast fall with a j.2G input during {{MMC|input=5S|label=Wind Blaster}} or {{MMC|input=2S|label=Wind Upper}} loop combos while the Wind Orb holds the opponent in place. It can also be used in blockstrings, giving Swift Master air dash mix-ups unique to him and {{CLabel|DNFD|Dragon Knight}}.
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==Awakening Skill==
==Awakening Skill==
===<big>Stormy Eliminator</big>===
===<big>Stormy Eliminator</big>===
<span class="input-badge">'''{{clr|AS|AS}}'''</span>
{{InputBadge|'''{{clr|AS|AS}}'''}}
{{DNFD_Move_Card
{{DNFD_Move_Card
|input=AS
|input=AS
Line 273: Line 329:


==Navigation==
==Navigation==
<center>{{Character Label|DNFD|Swift Master|32px}}</center>
<center>{{Character Label|DNFD|Swift Master|size=32px}}</center>
{{#lst:{{PAGENAME}}/Data|Links}}
{{DNFD/CharacterLinks}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{notice|To edit frame data, edit values in [[{{PAGENAME}}/Data]].}}
{{#lst:DNFD/Navigation}}
{{DNFD/Navigation}}

Latest revision as of 05:14, 13 December 2023

Overview

Overview

Swift Master is a technical and aggressive character who is adept at fighting from nearly anywhere on the screen.

Thanks to his fast movement speed, large disjointed hitboxes, and the ability to use any MP moves while airborne, Swift Master will generally command the pace of the match in many matchups. When playing from a distance he can fish for highly damaging hits with Storm StrikeDNFD Swift Master )S(.pngGuardAllStartup25Recovery33Advantage-5, a nearly fullscreen safe on block combo starter that beats projectiles. When needing to approach zoners, he can use 214MDNFD Swift Master 214M.pngGuardAllStartup19 (4M)
19 + 5 Landing (j.4M)
Recovery10Advantage+10
to protect himself from projectiles for up to 4 hits, even beating otherwise dominant options such as Crusader's 236MDNFD Crusader 236M.pngGuardMidStartup15RecoveryTotal 45Advantage+5 all while making his own dodge plus on block.

In blockstrings, Swift Master has access to a variety of options that can throw off his opponent. Using Wind OrbDNFD Swift Master 236M.pngGuard-Startup16 (6M)
9 + 5 Landing (j.6M)
Recovery20Advantage-
allows him to access an 8 way airdash attack in Sonic Move, which can be used to mix opponents with throw, bait reversals, or cancel Wind Orb into Storm Quaker for tight blockstrings that beat reversals and rolls. He can prevent opponents with shorter reach from counterattacking via his 6SDNFD Swift Master 6S-1.pngGuardAllStartup14Recovery52Advantage-14 projectiles, or reset pressure by pulling opponents in with 4SDNFD Swift Master 4S.pngGuard-Startup10Recovery0Advantage-.

In addition to its blockstring strengths, using Wind OrbDNFD Swift Master 236M.pngGuard-Startup16 (6M)
9 + 5 Landing (j.6M)
Recovery20Advantage-
for 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. gives Swift Master a large amount of options including somewhat gimmicky high/lows as a knowledge check or to visually trick the opponent into making a mistake.

His main weaknesses are his bottom of the barrel health pool and guard gauge, making him more susceptible to touch of death situations than the majority of the cast, as well as having the lowest natural mana regen in the game outside of Awakening. He also suffers from low reward on smaller hits and lacks an explosive win condition that other strong characters have.
Swift Master
DNFD Swift Master Portrait.png
Health
900
Guard Gauge
950
MP Regen Rate
11 /second
Prejump
4F
Backdash
Unique Movement Options
Sonic Move
Fastest Attack
2A (6F)
Reversals
623M (18F)

 Swift Master Swift is classified as a Gimmicky type. He has fast movement and high mobility. He can use all MP moves while airborne. His moves support his movements while encumbering that of his foe's.

Pros
Cons
  • Mobility: Swift Master is among the fastest characters in the game outside of Awakening, and the absolute fastest within it. He also is able to use every MP Skill while airborne.
  • Incredible Neutral: All of Swift Master's attacks are highly disjointed, active, and are amazing as whiff punishes. He is also adept at fighting projectiles with 214M, cancelling them out and leaving him plus on block when running or dodging into an opponent.
  • The Corner Is Mine: Swift Master's midscreen combo routes lead to a great deal of corner carry, and he also has the freedom to always pick which side he ends his combos on.
  • He Needs It: 214M's active tornadoes allow Swift Master to break many rules of the game, such as having attacks out while Dodging and blocking so he is unpunishable on whiff or even free to start his own offense should they connect.
  • Fragile: Swift Master is in the lowest health and guard gauge brackets in the game, making him more susceptible to high damage combos and guard break pressure.
  • Damage Output: Swift Master's only starters that lead to high damage combos are 5MDNFD Swift Master 5M.pngGuardAllStartup31Recovery29Advantage+4 and Storm Strike. While practical, the most common starters are 5A, 5B, or 5S anti airs. This usually means that Swift Master requires more touches to kill than other characters.
  • Flawed Pressure: Many of Swift Master's offensive tools (such as 4S, 6S, and 5M), can be huge risks if called out or reacted to, and the reward for success is low. Since 2A isn't low and 2B is a bit slow, it limits his mixup options without access to Conversion. Swift Master also has trouble dealing significant Guard Bar damage, generally making returning to neutral the best offensive decision.

Unique Mechanics

DNFD Gold Cube.png Awakening Effect: Wind Master DNFD Swift Master Awakening Icon.pngDNFD MP Recovery Up Icon.pngDNFD Movement Speed Up Icon.png
Awakening Effect: activates when entering Awakening mode at 30% HP or less.
Gains the ability to cancel MS Moves into Wind OrbDNFD Swift Master 236M.pngGuard-Startup16 (6M)
9 + 5 Landing (j.6M)
Recovery20Advantage-
on hit or block, even his invincible 2M.
Increases movement speed by 50% when walking, dashing, and backdashing. Also increases the distance traveled by backdash.
Increases Mana Recovery Rate
DNFD Clear Cube.png Awakening Effect: Windiness DNFD Increase Damage Icon.pngDNFD Movement Speed Up Icon.pngDNFD MP Recovery Up Icon.pngDNFD Recovery Up Icon.png
Awakening Effect: activates when entering Awakening mode at 50% HP or less.
Damage inflicted is increased
Increases movement speed by 50% when walking, dashing, and backdashing. Also increases the distance traveled by backdash.
Increases Mana Recovery Rate
Increases White Life Recovery speed

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

Dodge

6G

Backwards Dodge

4G


Guard Cancel

6B+S

Skills

Wind Blaster

5S (Air OK)

Wind Upper

2S (Air OK)

Version Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
Wind Upper 70 Mid 15 4 20 + 5 Landing -5 none
Aerial Wind Upper 70 All 15 4 27 + 5 Landing -10 none
2S

An uppercut that launches opponents on hit and leaves Swift Master airborne during the recovery, allowing him to cancel into air actions. This is useful when a Wind OrbDNFD Swift Master 236M.pngGuard-Startup16 (6M)
9 + 5 Landing (j.6M)
Recovery20Advantage-
is near the opponent as he can land with Sonic MoveDNFD Swift Master jXG.pngGuardAllStartup8Recovery3 + 5 LandingAdvantage+6 and loop Wind Upper several times for good meterless damage.

  • High vertical reach and decent horizontal coverage as well.

j.2S

Placeholder

Cancel Options: MP Skills

Version Proration On-Hit Guard Damage MP Gain Level
2S 80% KD (+64) 60 5 -
j.2S 80% KD (+59) 60 5 -
No results

Sweeping Wind

6S DNFD Projectile Icon.pngIs a projectile property attack

Headwind

4S

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
- - 10 18 0 - none

Swift Master summons a vortex to pull the opponent towards him. The closer they are, the faster and closer they will come towards him. This move is a double-edged sword, since while it pulls the opponent in close to reset pressure, it has no hitstun. This means that when this move is used against a savvy opponent that is already doing a move, they will either hit Swift Master or take their turn back with a blockstring.

  • Pulls in from full screen, but the opponent's position depends on how far they were on activation.
  • Pulls the opponent in closer and faster if they are airborne.
  • Can cancel into a normal immediately after the move is finished, allowing Swift Master to reset pressure against an unprepared opponent.
Proration On-Hit Guard Damage MP Gain Level
- - - - -
No results

Storm Strike

]S[ DNFD Knockdown Icon.pngInflicts hard knockdown on hit

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln
120 All 25 3 33 -5 none

A stronger version of Wind Blaster that has enhanced properties. Performed by holding down the S button and releasing it after 100 framesAbout 1.66 seconds. This allows for negative edge Using button-release to perform attacks. To perform, hold down an attack button, then release the button. Some Negative Edge moves also require special motions. combos that can both extend and end combos.

Its wallbounce properties and extremely high reach make it one of Swift Master's most potent combo starters, allowing him to convert from long range whiff punishes whenever he has a Storm Strike at the ready.

  • Gives a hard knockdown on hit.
  • Blocks projectiles that are less active than it.
  • Despite appearances, it is not a projectile and can be parried.
Proration On-Hit Guard Damage MP Gain Level
80% HKD (+68) 100 6 5
No results

MP Skills

Relentless Biting Wind

5M (Air OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Eye of the Storm

2M (Air OK) or 623M (Air OK) DNFD Reversal Icon.pngTemporarily fully invincible

Wind Orb

6M (Air OK) or 236M (Air OK)

Storm Quaker

6M during Wind Orb (Air OK) or 236M during Wind Orb (Air OK) DNFD Projectile Icon.pngIs a projectile property attack

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
172 All 10 1x19 28 (6M~6M)
16 + 5 Landing (~j.6M)
+77 none 50

Transforms the Wind Orb into a small tornado that is highly active (~3s/180f?). A good tool for keeping opponents juggled in the air during combos or to keep opponents in blockstun. Once they are drawn in, this locks opponent in place, allowing Swift Master to freely pressure the opponent before the final hit of the tornado.

  • Sends the opponent upwards in the opposite direction Swift Master is currently at after its final hit.
Version Proration On-Hit Guard Damage MP Gain Level
236M 90%x19 +121 2x18, 20 - 6
No results

Wind Twist

4M (Air OK) or 214M (Air OK) DNFD Projectile Icon.pngIs a projectile property attack

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
102 All 19 (4M)
19 + 5 Landing (j.4M)
150 10 +10 none 70

Creates four small hurricane-like projectiles that spin around Swift Master for a duration, while he's free to move and attack freely after the animation ends. When the wind comes in contact with an opponent, it will hit them consecutively, with each projectile dealing 1 hit and disappearing. The projectiles can absorb and will beat most projectiles that come in touch with them, serving as a barrier protecting Swift Master.

Since Swift Master is free to act while the tornadoes are active, it allows him to be plus on block after dodging into opponents. On hit, he can even start combos if they connected late enough into his dodge. The same is also true for simply running directly into the opponent. Should his dodge not make Wind Twist connect with the opponent, he can still remain nearly unpunishable if the opponent doesn't have a disjointed attack to circumvent being hit by them.

  • Some projectiles done at a vertical or specific diagonal angle may be able to circumvent the wind barriers. Examples being  Ranger's j.MDNFD Ranger jM.pngGuardMidStartup18RecoveryAdvantage- and  Dragon Knight's j.SDNFD Dragon Knight jS 1.pngGuardMidStartup20RecoveryUntil Landing + 10Advantage-15~+4
  • Can block  Crusader's wall if he uses it raw.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%x4 +17 30x4 - 4
No results

Vortex Hurricane

4M during Wind Twist (Air OK) or 214M during Wind Twist (Air OK) DNFD Projectile Icon.pngIs a projectile property attack DNFD OTG Icon.pngCan hit a knocked down opponent off the ground

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
~223 All 15 40, 10 5 +13 none 50

This move can be performed as long as at least one Wind TwistDNFD Swift Master 214M.pngGuardAllStartup19 (4M)
19 + 5 Landing (j.4M)
Recovery10Advantage+10
projectile is still active. Swift Master will detonate his remaining Wind Twists, turning them into giant, highly active and multi-hitting tornados. Launches the opponent high into the air and hard knockdowns. A great combo ender/filler, even if very MP costly in total. Swift Master himself is locked into the animation for a long time, making this move easily whiff punishable.

  • Can hit OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", usually after Storm StrikeDNFD Swift Master )S(.pngGuardAllStartup25Recovery33Advantage-5 in the corner which allows for increased damage.
  • The final hit sends the opponent upwards, allowing for further combo extensions.
Version Proration On-Hit Guard Damage MP Gain Level
214M 90%x(3xN+1) KD (+73) 15x(3xN) + 30 - MAX
No results

Sonic Move

j.XG near Wind Orb

Damage GuardHow this attack can be blocked. Throws have their throw range listed instead. StartupThe number of frames between inputting an attack and when the attack becomes active. Includes first active frame. ActiveThe number of frames for which a move has hitboxes. Occurs after Startup. RecoveryThe number of frames after a move's active frames during which the character cannot act assuming the move is not canceled. On-BlockThe difference between the attacker's recovery and the period that the opponent is in blockstun. This Frame Advantage value is based off the fact that the very first active frame touches the opponent. Throws list the amount of Frame Advantage upon successfully throwing the opponent. Invuln MP CostThe total Mana cost for using this move.
60 All 8 8 3 + 5 Landing +6 none 0

Performed with the G Guard Button plus a direction

An air dash in the X direction when airborne near Wind OrbDNFD Swift Master 236M.pngGuard-Startup16 (6M)
9 + 5 Landing (j.6M)
Recovery20Advantage-
. The air dash itself is a hit, and is often used to fast fall with a j.2G input during Wind BlasterDNFD Swift Master 5S.pngGuardMidStartup16Recovery31Advantage-16 or Wind UpperDNFD Swift Master 2S.pngGuardMidStartup15Recovery20 + 5 LandingAdvantage-5 loop combos while the Wind Orb holds the opponent in place. It can also be used in blockstrings, giving Swift Master air dash mix-ups unique to him and  Dragon Knight.

  • When close enough, the air dash can cross-up.
Proration On-Hit Guard Damage MP Gain Level
80% +20 20 - -
No results

Awakening Skill

Stormy Eliminator

AS

Colors

DNFD Swift Master Color 1.png
DNFD Swift Master Color 2.png
DNFD Swift Master Color 3.png
DNFD Swift Master Color 4.png
1
2
3
B-Type Color (DFO)
4
C-Type Color (DFO)
DNFD Swift Master Color 5.png
DNFD Swift Master Color 6.png
DNFD Swift Master Color 7.png
DNFD Swift Master Color 8.png
5
D-Type Color (DFO)
6
7
8

Navigation

 Swift Master
To edit frame data, edit values in DNFD/Swift Master/Data.
Mechanics
Application & Advanced Information
Archived Information