DNFD/Swift Master

From Dustloop Wiki
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, 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 Storm StrikeDNFD Swift Master )S(.pngGuardAllStartup25Recovery33Advantage-5, an unreactable nearly fullscreen plus on block combo starter that beats projectiles, or space the opponent with his 6S 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 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 6SDNFD Swift Master 6S-1.pngGuardAllStartup14Recovery52Advantage-14 projectiles, or reset pressure by pulling opponents in with 4SDNFD Swift Master 4S.pngGuard-Startup10Recovery0Advantage-.

If being dominant everywhere on the screen was not enough, Swift Master also has incedible okizeme and mana efficiency via Wind OrbDNFD Swift Master 236M.pngGuard-Startup16 (6M)
9 + 5 Landing (j.6M)
Recovery20Advantage-
. 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 DP Dragon Punch A move that has invulnerability during its startup, long recovery, and a rising motion. and Guard Cancel safe.

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.

 Swift Master  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 has unmatched aerial mobility thanks to Sonic Move, and being able to use every 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 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 abare An attack during the opponent's pressure, intended to interrupt it., true reversal A reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more.s and Guard Cancels.
  • Looping Okizeme: Swift Master's midscreen combo routes lead to a great deal of corner carry, where he can then use his Wind OrbDNFD Swift Master 236M.pngGuard-Startup16 (6M)
    9 + 5 Landing (j.6M)
    Recovery20Advantage-
    mixup game to setplay and loop into more hard knockdown setups.
  • 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.

Awakening Effect: activates when entering Awakening mode at 30% HP or less.

Increases movement speed by 50% when walking, dashing, and backdashing. Also increases the distance traveled by backdash.
Swift Master
DNFD Swift Master Portrait.png
Health:900
Guard Gauge:950
MP Regen Rate:11
Prejump:4
Backdash:
Unique Movement Options:Sonic Move
Fastest Ground Abare:This character's fastest attacks for mashing or scrambles. Excludes universal throws.2A (6F)
Reversal Attacks:Any reversal-esque moves this character has. Excludes universal options.623M (18F)

Normal Moves

5A

5AA

5B

2A

2B

j.A

j.B

Universal Mechanics

Throw

A+B

Guard Cancel

B+S

Skills

Wind Blaster

5S (Air OK)

Wind Upper

2S

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
70 Mid 15 4 20 + 5 Landing -5 none

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.

Cancel Options: MP Skills

Proration On-Hit Guard Damage MP Gain Level
80% KD (+64) 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.