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 StrikeGuardAllStartup25Recovery33Advantage-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 214MGuardAllStartup19 (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 236MGuardMidStartup15RecoveryTotal 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 6SGuardAllStartup14Recovery52Advantage-14 projectiles, or reset pressure by pulling opponents in with 4SGuard-Startup10Recovery0Advantage-.
If being dominant everywhere on the screen was not enough, Swift Master also has incedible okizeme and mana efficiency via Wind OrbGuard-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.
- 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 OrbGuard-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 | |
---|---|
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
Swift Master slashes the air in front of him. One of the farthest reaching 5As in the game.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -3 | 20 | 1 | - |
5AA
Swift Master lunges forward and attacks with more air blades. Advances forward slightly, making sure 5AA always hit confirms from a max range 5A.
- Can be chained from 5A even on whiff.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | -3 | 20 | 1 | - |
5B
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 2B to start combos.
- Keeps opponents airborne.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -13 | 40 | 3 | - |
2A
Swift Master crouches and attacks the area in front of him with wind blades. Has slightly less range than 5A but is one frame faster.
- Cannot be canceled into from any other normal.
- Contrary to many other characters, Swift Master's 2A is not a low.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -6 | 20 | 1 | - |
2B
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 Wind OrbGuard-Startup16 (6M)
9 + 5 Landing (j.6M)Recovery20Advantage- after hit confirming B into 5S.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | KD (+13) | 40 | 3 | - |
j.A
Swift Master attacks slightly above him in the air. His go-to air to air option.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
60% | -4~+13 | 20 | 1 | - |
j.B
Swift Master attacks the space forward and beneath him, making j.B an excellent jump-in option that is used in many of his okizeme situations.
- Good cross-up potential
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
75% | -4~+17 | 40 | 3 | - |
Universal Mechanics
Throw
A+B
Slices and dices you.
- Best used during corner pressure to gain some sort of advantage afterwards.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
100%x2, 0% | HKD (+2) | - | 10 | - |
Guard Cancel
B+S
Since it uses the same animation as his 5S, Swift Master's Guard Cancel is one of the larger and more reliable ones in the game.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
0% | KD (+12) | - | - | - |
Skills
Wind Blaster
5S (Air OK)
A large blast of air in front of Swift Master. A core component to Swift Master combos. Launches the opponent and is jump cancellable on hit.
- Good horizontal and vertical reach makes this a good tool to stop opponents from approaching.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
5S | 80% | -1 | 45 | 5 | 4 |
j.S | 80% | -4 | 45 | 5 | 4 |
Wind Upper
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 OrbGuard-Startup16 (6M)
9 + 5 Landing (j.6M)Recovery20Advantage- is near the opponent as he can land with Sonic MoveGuardAllStartup8Recovery3 + 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 | - |
Sweeping Wind
6S Is a projectile property attack
Sends out 2 tornadoes that reach around half screen distance. Good tool for controlling space in neutral as well as pressuring in blockstrings
- Keeps opponents airborne, allowing meterless combo extensions if close enough.
- Blocks projectiles that are less active than the tornadoes.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
80%x3 | -7 | 30x3 | 2x3 | -, 3, 3 |
Headwind
4S
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 |
---|---|---|---|---|
- | - | - | - | - |
Storm Strike
]S[ Inflicts hard knockdown on hit
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 |
MP Skills
Relentless Biting Wind
5M (Air OK) Is a projectile property attack Can hit a knocked down opponent off the ground
Launches the opponent into the air on hit. While active, the wind negates projectiles.
- Can OTG The act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.".
- Large vertical hitbox.
- Stays active in place until it makes contact with an opponent, or disappears after a moment.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | KD (+49) | 80 | - | 6 |
Eye of the Storm
2M (Air OK) or 623M (Air OK) Temporarily fully invincible
Swift Master's invincible reversal. Pulls in a nearby opponent before striking.
- Especially Useful against airborne opponents due to its suction effect making it much harder to bait.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
623M | 50% | KD (+60) | 60 | - | - |
- reversal
Wind Orb
6M (Air OK) or 236M (Air OK)
Sets a wind orb in front and above Swift Master. A core component of Swift Master's okizeme and combo routes. The orb will gradually draw opponents in even during hitstun, allowing for extended and highly mana efficient airborne juggles.
- The orb stays out for ~5 seconds (~300 frames?) before disappearing.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
236M | - | - | - | - | - |
Storm Quaker
6M during Wind Orb (Air OK) or 236M during Wind Orb (Air OK) Is a projectile property attack
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 |
Wind Twist
4M (Air OK) or 214M (Air OK) Is a projectile property attack
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.MGuardMidStartup18RecoveryAdvantage- and Dragon Knight's j.SGuardMidStartup20RecoveryUntil 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 |
Vortex Hurricane
4M during Wind Twist (Air OK) or 214M during Wind Twist (Air OK) Is a projectile property attack Can hit a knocked down opponent off the ground
This move can be performed as long as at least one Wind TwistGuardAllStartup19 (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 StrikeGuardAllStartup25Recovery33Advantage-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 |
Sonic Move
j.XG near Wind Orb
Performed with the Guard Button plus a direction
An air dash in the X direction when airborne near Wind OrbGuard-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 BlasterGuardMidStartup16Recovery31Advantage-16 or Wind UpperGuardMidStartup15Recovery20 + 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 | - | - |
Awakening Skill
Stormy Eliminator
AS
Wide hitbox that is easy to combo into due to Swift Master's many ways of keeping opponents juggled.
- Has good horizontal range but small vertical reach.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
90% | HKD (+2) | - | - | - |
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
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