Techniki Ogólne
Metoda
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Opis
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( Hold)    ....
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Gumowy Bieg Dość Trudna technika używana do szybszego pokonywania dystansów. "Gumowy Bieg" Evki i Adda jest jeszcze trudniejszy przez ich mechanikę "latania". Podobnie u Chunga, ponieważ skutkuje wbiciem w ziemię(jednak przy odpowiednim zgraniu jest możliwy). Najgorzej ma Aisha poprzez jej "ślizganie w powietrzu" oraz jej ogólną powolność. The best way to remember how to do this is pressing Up as soon as you touch the ground (thus why Chung's stomping makes the timing awkward for the landing, while Eve's flight makes the landing time take a bit longer, so it's easier to mess up). Rena's spring step is by far the easiest spring step since, rather than the other characters, you have to press Up AFTER you land (jumping midair will make a double jump, and Rena doesn't have the pause that the other characters do).
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 LUB  
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High Jump Pomaga osiągnąć lepszą wysokość skoku. Pomimo podwójnego skoku Reny i lewitacji Aishy, funkcjonuje on dla wszystkich postaci.
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 ale z niewielką przerwą   jest płynniejsza, jednak trudniej ją wykonać.
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Anulowanie(Canceling) Anuluje twoje Combo, jednak jedynie w niektórych częściach combo można go użyć.
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[Skill]
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Quick Skill Allows you to activate a skill without any delay. It is great for flashy intentions and for certain skills/actives.
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    [Repeat]
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The V-Step Advanced movement tech for all, hardest to do on Aisha where you must have perfect timing on dashing out of
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[Hold]    OR    
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Fast-Fall Catching These are the bread and butter jumping attacks used to catch opponents in PvP. Keyboard ghosting may interfere, making an extra before attacking required for the forward fall.  alone has a slight pause when used consecutively, making it harder to spam; mixing it up overcomes this.
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   [Repeat]
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Platform Sweeping Perform rapid dash-jump attacks consecutively while atop of a platform. By dropping instead of jumping, the character's attack animation brings them back above the platform with no wasted movement and keeps their dash momentum going for an instant. As a result, you no longer have to double tap the directional key to repeat the action again.
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Guidelines
- All combos submitted must be tested before being added.
- Combos with poor recovery times despite great execution, have few hits that have high KD, or moves that fill up the Launch Counter quickly without much damage are considered basic.
- Basic combos that can be escaped from [in PvP] without a great amount of effort despite using 100+ MP moves are not allowed.
- When adding skill images to the combo, be sure to make it link to the actual skill it asks people to use.
- If a combo is no longer able to be performed due to the ST revamp, please remove the combo from the list (or if you were going to add one that was possible before but not now, then do not add it).
Description
- Combos must be explained in the description section, unless they are basic. Do not fill up the combo section with explanations, they should be in the Description section.
- Do not submit improper, incomplete, or excessively informal (this includes emoticons and slang) descriptions.
- Policy of credit changed. Just leave your name in the title of the combo and you're done. Don't hesitate to pimp out your combo by creating a page about it.
- Videos showing the combo being performed may be linked externally.
If there are any questions, you may go into the Discussion page and ask there (leave a signature if possible).
Elsword
Combo
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Description
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     [repeat]
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A quick, and basic slashing combo.
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     turn around  
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An easy combo for Elswords that are just starting the game. Decent Damage. VongolaPrimo :)
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  ....   [repeat]
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A rather slow and repetitive combo that is not very effective.
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    [repeat]
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A quick slashing combo, which is transform of basic except Rena, Aisha.
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        [repeat]
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This combo is like the one described above but if timed correctly, it's even faster.
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       ....
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A Knockdown reset.
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    [on platform, repeat]
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A very difficult combo to pull off. It works best with high attack speed.
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 ( or  ) (Optional)
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Counter Kick Start with a Counterattack then reducing the KD counter with Kick then start with another combo
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   [active skill] or [repeat]
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Flame Juggler Near the end of this combo you can add any skill or keep going.
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A basic Combo with a finisher.
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Sword Knight
Magic Knight
Combo
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Description
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       [repeat]
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Magic Knight's Dash Spam Involves making Magic Knight shoot fireballs around the sides of the opponent constantly by strafing past them. Effective with enough movement and attack speed.
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   [Repeat]
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Multi Fireball Jutsu~ Aerial fireball spam.
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          Repeat if you want or Use any skill.
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Flame Juggler Ver.2 Same thing as Flame Juggler but extended.
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   Start the Flame Juggler Next.
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Counter Flame Kick Using Counter Kick then adding Flame Juggler or Flame Juggler ver.2 for a good combination .
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      Repeat.
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Phoenix Flower Ball Jutsu~ High KD combo to launch fireballs continuously.
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Low MP Simple Combo A simple combo involving Explosive Fist. Can be finished with Rising Slash, Wind Blade, or Sword Fire.
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Alterasia Type-H Combo 1 One of Type-H's basic combos. This combo can be done by basic Elsword but this one are finished by Wind Blade.
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Sheath Knight
Lord Knight
Combo
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Description
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   [repeat] or    before repeat
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Slashing and Piercing
A very basic stabbing combo for Lord Knight.
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   [when launched] 
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Armageddon Surprise!!!
A ground KD reset combo for Lord Knight You can continue your combo after the skill.
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      [Special Active or Active]
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Versatile Combo This combo, true to the name, is a combo that can be changed depending on the situation, making use of Lord Knight's basic loop. Just be sure not to drop Kick if you want to repeat this more than three times.
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    or      or  
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Versatile Combo Version: Fear This combo is basically the same as above, though only possible if nearing or in Aura of Vitality. This variation is one of the many possible variations of the Versatile Combo, though is listed due to the shock effect on the opponent itself, thereby earning its name Version: Fear. Basically it uses the element of surprise causing the player to panic for a short time, making the opponent do careless actions increasing your chances of winning. Note that like KnB character Kuroko Tetsuya's misdirection, you can't keep fooling the enemy, so expect that the fear factor of this combo will only work a couple of times on the same enemy in a single match, so don't overuse this combo.(Used for reference)
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    [Repeat]
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Versatile Combo Version: Destruction This version sacrifices a bit of its versatility in favor of damage and will deal heavy damage in Aura of Destruction. Iron Body also doubles as a lock to prevent Elsword from howling which knocks enemies down. As part of the versatile combo series, you can modify the combo to whatever suits the situation. Meaning you could replace Kick or Impact Smash with something like Flame Geyser or anything you want.
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    -      +   @ [SKILL]
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Break Em & Bag Em Ver 2.
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       [SKILL] or    [repeat]
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Armor Smash An advanced combo for Lord Knight deal big damage.
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           or instead of Double Slash, Add another then
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Deadly Raid Use heavy attacks then Break their armor to leave them defenseless and vulnerable to Double Slash or continue with your combo using Armageddon Blade and repeat the combo and end it with Double slash.
- In PvP, this combo is only possible in Vitality mode and switching the last XXX with ZZ (if you are going to use Double Slash).
- This combo requires a Magic Necklace to perform overall.
- Works well for PvE.
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       [Hold]
    [Hold]  
        
  
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Corner Juggling A very difficult combo mixing up with KD juggling against a wall and requiring 200 or more MP. Having the skill notes for both Kick, Armor Break, and Air Slash will greatly increase the effectiveness of this skill. Timing and attack speed are also greatly required on the catching sequences to increase the chances of this combo being successfully executed. Due to overall KD leftover from this combo, players may be able to add their own little variation to extend this combo.
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E-L-S-W-O-R-D Barrage!
A long combo where you need to have at least 20% Action Speed or more and it's recommended to use Wind III to have leftover KD.
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[hold]   , (turn back the other direction and continue attack)      
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Backfire Burst Hole A slightly difficult combo to do, while doing a great heavy damage. It requires 100 MP from Sonic Blade,10+ MP from Kick and 50 MP from Rolling Smash. At the part the you have to turn back over the enemy, be very quick and careful, one second late, and the combo fails, so it requires good timing. With an element in the weapon, this combo will inflict the effect easily.
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 (active)   (move forward to the enemy)
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Shocking Launcher A great 'SHOCKING' launcher combo that will surprise opponents. Requires a little more than 200 MP to use. Sonic Blade will stun the enemy then lets the user to move forward and execute Air Slash and this will shock your opponents.
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   ( )   
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An advanced combo that has launch resets ending with a launch.
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Begin with a launch and end with a long combo.
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Rune Slayer
Infinity Sword
Combo
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Description
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           [Wait a bit] [Turn]    
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Made to deal a sufficient amount of damage to the opponent while KD resetting once. Careful not to use    before or the combo will fail by knovking the opponent in the air, Best for PvP. Hope this helps
LightCress the Infinity Sword
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       [repeat]
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Spinning Cut Combo After a basic 3 hit combo, do a barrel roll slash and repeat combo. If you only press only twice, you'll end up with Sword Knight's supreme dual slash combo.
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    turn around     
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This very powerful combo requires Vitality Mode! VongolaPrimo :)
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       [repeat]
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Knocks airborne, throws cornwells, jumps and spins in the air which KDs, then catching with    .    can be substituted with or other skills that don't KD to continue combo. Requires a high amount of movement and attack speed.
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IS Trailer Combo 1 The first combo in the IS trailer for KR. Needs good timing to perform.
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IS Trailer Combo 2
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IS Trailer Combo 3 Probably the easiest to execute, but the most MP consumption. You can substitute use a Mirage Sting and a direction change (to the opposite direction so you are facing the opponent) instead of a Sword Blasting.
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             (turn)              ~ (turn)    
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Infinite Punishment A long combo that is requires very little MP, and deals a large number of hits, so it's the perfect way to inflict a status effect of your target if your weapon has an attribute.
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        ~
                [wait until its finish]    
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Unlimited Blade Arts This combo is mainly to inflict sufficient damage and at the same time flashy high KD so watch out recommended to have vitality and 250 or more mana at first
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  ~                      (loop with extenders)
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Airborne Flames A useful loop for PvP. Alot of MP is recommended and while looping add some combo extenders in it. ~xAmbitiousxx
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Ultimate Infinity Sword Combo
Vitality mode has to be activated for this combo to work - An incredibly powerful, but easy combo that prevents the opponent's escape and can deal significant damage.
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   Then this:   OR this:  
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Wind Slicer An EXTREMELY hard combo that requires the BEST timing to keep the opponent stranded in the air while you hack away at their HP, or smash them to the ground. Mostly just to test your skills as other combos do more damage and are easier to perform. ~SuperPoofi
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   (Wait a bit and continue RIGHT before they hit the ground) Use either or , then:    (You can now repeat X'ing them and then hitting them into the air and then hitting them to prevent KD. IMPORTANT REMINDER: If you use the Kick, then the next loop you can't since the cooldown will still be going on. However, the loop after the next one, Kick is usable again.)
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Catch 'n Slash A pretty easy combo that starts out simple and then requires precise timing in order to keep the enemy on their feet while you demolish them. Useful for 1v1 PvP (or 3v3 if you're not being bothered by others or if you have all 3 people in front of you) where you can just infinitely (haha INFINITY sword) juggle them in the air without them being able to do anything, all the while building up MP and taking away their HP. Each loop requires exact timing in order to keep the enemy from being KD'ed, though. ~SuperPoofi
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Stinging Passer Easy combo to execute, deals lower damage and can pass enemies through with Mirage Sting. With a +7~ late-game weapon, this combo is versatile enough to take down small mobs.
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          immediately use then, quickly cancel KD with then loop and repeat
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Fatal Passing Stinger Extended version of the Stinging Passer, dealing more damage but still power-friendly similar to the latter. Chain powers immediately after weapon combos so that opponents don't get knocked down. If target gets knocked down easier, either use Kick after Fatal Slap or after the first Mirage Sting. Fatal Slap is only used for burst damage and chaining purposes. Changing it into better powers is possible.
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Aisha
High Mage
Dark Mage
Combo
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Description
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    [repeat]
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Dark Plasma Ball Spam Continue combo by trapping enemies inside a dark plasma ball.
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Energy Stealer Firstly launch enemy into the air, then steals their mana, then double dash smack, hit ONCE then do a normal Z combo, ending it with a death field or skill of your choice.
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      [repeat]
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Dark Stealer Spam First you teleport in front of your enemy, then, you steal his Mana (also, reactivating the combo), after that, you throw up your oponent again in order to use Circle Flame (reactivating the combo) and ending with a Dark Plasma Ball (or that's what your enemy is going to think).
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Poisonous Trap Launch the enemy into the air, cast Poisonous Cloud, and immediately create a Dark Plasma Ball. This combo prevents enemies from escaping mid-combo while you cast Poisonous Cloud.
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Battle Magician
Elemental Master
Combo
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Description
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 [repeat]
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Spring Wind Wind-attribute attack, causes pushes back the opponent as you perform it. Usable on ground only. This is one of her main means of defending against opponent's melee, as her melee generally cannot go toe-to-toe with her opponent's. Sadistic BnB, the best damage output (on a wall) outside of skills with the drawback of giving a lot of MP to the enemy. Use with caution. After the 1/17 KR revamp, the distance the opponent is pushed has been reduced, allowing for this skill to be performed easily on upward slopes.
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  [repeat]
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Summer Wind Fire/Wind-attribute attack. Only needs an upward slope (KR only) or a wall to loop.
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    (go back a bit if you want to use but you don't have to)        (repeat)
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Simple Combo An easy way to catch and combo, and if you get used to it, you can spring off other combos from it too. It might also be a way to use Spring/Summer Wind. Get used to it for an easy pvp catcher and mana gain.
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Flash of Spring Flashy BnB.
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Seasonal Breeze A combo utilizing Wind, Fire and Ice which requires a little timing in catching and ends with you thawing the opponent from ice. Uses a lot of mana.
- The firespin at the end can be avoided if the opponent has high Water Resistance. - Eux
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Void Princess
Dimension Witch
Combo
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Description
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     [repeat]
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Absorption hole Can be used to trap targets inside a dimension rift.
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DW Trailer Combo 1 The combo from the trailer XD The skills in that order look so pretty :3
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Rena
Combo
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Description
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 ....  [repeat]
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A basic arrow spamming combo and one of basic Sniping Ranger main combo. Hold 'direction' button for faster shots!
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    [repeat]
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Spam arrows in the direction you're facing. Change out the arrow direction behind the way you're facing.
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     [repeat]
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A basic three kick combo followed by two arrow shots. This is Rena's fastest loop until her job advancement.
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    .... [repeat]
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A simple kicks combined with Rena's sliding kick, repeated over and over. This combo is a short inefficient combo if you're not good on doing double dash after attacking.
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    [repeat] [when near wall]
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A simple basic that can be linked with another combos, however can also be done near wall, making it keep repeating over and over. Warning, timing is required on some condition, as Rena's kicks do have a bit of lag sometimes.
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A simple combination of Sliding kick upwards combines with diagonal arrow shots. This combo is inefficient as it requires timing, and knockdown enemy on the last arrow. Recommended to do another combo beforehand.
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   + ... 
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A simple triple kicks followed with a kick that throw your enemy to the air, continued with a small jump and an arrow shot. This combo requires a timing on jump, yet this combo is quite rarely used.
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X-Drop Launch the opponent and drop-kick them to reset the Knock Down counter. Then, immediately upon landing, kick again to catch and continue the combo. A skill with immediate activation time can be used to replace the catch.
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   + ...      + ... 
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Quite long and simple combo with only one knockback at the end. Need to be good at catching enemies mid-air, or you can choose to catch on the ground with a simple Z kick. Adding any more additional kicks will cause the enemy to knockdown before the Rail Stinger.
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   + ,   (repeat)
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An infinite kick combo with the launcher, followed by a running dash double-kick. You can then start it again when the target is coming down. Requires good timing to hit with the dash kick.
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      [repeat]
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The Fury of Rena Its a nice combo and great for stacking the damage, you can also substitute some of the moves with This combo isn't to hard to pull of as doesn't tend to knock the opponent to high in the air so catching them is fairly easy.
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   ..... 
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Reverse Stinger Created by Stormwind, Rena launches the foe with a basic 3-kick combo followed by an upperkick, draws the opponent backwards with Rail Stinger and continues the combo by dropping below a platform. Rail Stinger must not hit, but pass directly underneath to create this vacuum effect. Also capable of being performed on level ground after awakening, without the skill note.
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Combat Ranger
Sniping Ranger
Combo
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Description
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 then quickly use [repeat]
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Instead of shooting an arrow, you cancel the arrow and use siege. This works with active skills and Special actives skills as well!
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 ,  
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Three arrow hits, followed by dashing in and launching. You can extend the combo by catching your prey with a kick or arrow as it's falling (kicks are easier).
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 ,  ,  ,  , [repeat]
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Looping a 4 shot combo. Requires alot of MP and timing,also if you press 3 or more times the loop wont work and continiue the     .
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Trapping Ranger
Grand Archer
Wind Sneaker
Combo
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Description
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   [Repeat]
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Wind Sneaker's Loop Combo A simple combo all Wind Sneakers should learn.
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    [Repeat]
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OverKill Wind Sneaker's Loop Combo MANA BREAK FAST!
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                first hit miss                           
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The Way of A Rena One Of the Hardest Combos I invented that includes Spring stepping, Air reset and KD reset
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    [Repeat]
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Backflip abuse You can damage people by abusing Backflip [Need to skill note it] you can replace shield accel with awaken to do more damage at the start or magic adrenaline/accel DOES NOT WORK SINCE SIEGE HAS COOLDOWN NOW
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                     first hit miss            or 
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Corner Rape Literally, This combo can last forever, but you need persistence, timing and accuracy if you want to do this combo.
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Night Watcher
Combo
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Description
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[pause]  [land]  [repeat]
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Flash Step
A great tool to cover distance quickly. You'll need to hold and let go of right after landing if it's going to be looped quickly.
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[pause]   [land]  
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Flying Assault Starter Do a flying kick to catch targets and start combos.[Need a bit of practice]
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A basic combo to catch after ZXXX
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[pause]
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Running Gainer Activate Backflip Shot in the middle and fastest point of Night Watcher's Gliding Kick run to perform a "running gainer," or a forwards moving backflip.
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Trap Drop Mark the opponent with Delayed Fire before launching the opponent and drop-kicking them to reset the Knock Down counter. Then, activate delayed fire to catch and continue the combo.
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        [Repeat]
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Sword Slash 3 Hit loop combo with Erendil. With Calculated Strike, can do the last , knocking targets away with the damage buff and can be caught by using Furious Engage.
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   Pivot    Release
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NW Trailer Combo 1 NW's combo from the trailer. Use the first Explosion Trap to catch the target, but I suppose this could be used mid combo..?
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...[Insert Combo]...  [Repeat]
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Exploding Reset [INVALID AS OF 11/6/13] Uses the fast, KD Counter-inducing explosions of Delayed Fire in midair to exceed the KD limit and catch the opponent, resetting the counter. Multiple stacks on Delayed Fire is recommended.
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       ...         [Repeat]
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Delayed Resetter (PvP) [INVALID AS OF 11/6/13] Catch a player with Rena's sliding slash and mark them 3 times with Delayed Fire, passing through the opponent 3 times as well. It ends with a launcher followed by the activation of Delayed Fire, effectively resetting the KD Counter.
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Furious Firework A powerful combo that takes full advantage of Delayed Fire's capabilities. You should try to wait until right after the target lands to use Furious Engage. It is possible to catch after Furious Engage, but the high KD of this combo prevents an effective follow-up. NOTE: This combo has very sensitive aim and timing, so it is best to use in PvE or 1-on-1 PvP.
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  (turn)        (turn)    
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Exploding Blade Dance A somewhat complex combo that allows you to catch after Furious engage by blowing up the enemy with Delayed Fire. Try to hold down the right arrow key during the final kick of Furious Engage to regain movement fast enough to activate Delayed Fire.
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  (turn)          
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Furious Firework Ver. 2: Straight Shot Explosion An easier and more solid version of Furious Firework, however, it deals less damage.
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Double Layered Explosion: Barrage A powerful, but high MP combo that attacks airborne targets with two waves of explosions.
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Double Layered Explosion: Annihilation A much stronger version of the above combo, but consumes more MP. Furious Engage can be replaced with Night Watcher's    combo if you don't have enough MP or want to conserve it. Also, try to use Delayed Fire towards the end of Gliding Strike so that the target will land on their feet.
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Raven
Combo
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Description
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    [repeat]
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A slow combo that is rather ineffective.
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    [repeat]
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A slightly slow but effective slash-grab combo.
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    [repeat]
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A variation of the above combo. Does less damage but gives back more mana.
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     [repeat]
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A quick loop for Raven
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    [repeat]
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A quick infinite combo. Has very average range and knockback.
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    [repeat]
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A smoother but slightly more complicated version of the above combo. Tapping left while dashing right will immediately slow Raven down to a walk.
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    [repeat]
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A variation of the above combo. It reaches further and does more damage, but is slightly slower. Also note, the third hit of this combo does not affect/connect with certain mobs and bosses depending on position and height.
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     [repeat]
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Raven's fastest and most effective bread and butter combo.
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    [on platform]
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A variation of the above that makes the combo faster when on floating platforms.
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    [repeat]
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A variant of Raven's bread and butter combo, the faster execution allows for swifter combo chains, catches and escapes.
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      [repeat]
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An advanced combo that resets the knockdown counter in PvE.
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     [repeat]
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An extremely difficult, yet effective combo due to its low knockdown rate. The x must be cancelled with a forward dash.
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     [repeat]
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An easy loop that almost anyone can do. A Knock-up and catch repeated.
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Crow Rider Combo 1 One of Crow Rider's combos. This one utilizes the Maximum Cannon, and if you want to do maximum damage, timing is needed for the catch. If done correctly against a wall, the target is left standing.
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Crow Rider Combo 2 One of Crow Rider's combos. This one is a little harder because it requires speedy fingers and some timing. It launches the opponent to the floor.
|
 
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Crow Rider Combo 3 One of Crow Rider's combos. It's really that simple. :/
|
  
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Breaking Rush Rush into the enemy to send them flying and then INSTANTLY bring them down with Earth Break. Works best with Earth Break note. Can be done without ZZZ.
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    [repeat 3 times]  
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One of the closest things to an Infinite Combo for Raven. Use the ZZX<<> loop Three Times followed by full ZZXX combo then Earth Breaker(noted). Doable with loop done twice but followed with a KD very shortly. Works best without awakening. Plenty of room for improvement.
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Sword Taker
Combo
|
Description
|
       
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An advanced combo that deals 6 hits for only 2 KD.
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           [repeat from ZZZ^Z]
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Just some fun with the launchers.
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         [repeat]
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An easy loop if you can get the timing right. normal z-combo then dash z-combo, but then you dash-jump and do one slash, saving the person from knockdown.
|
      
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A really hard kd reset that requires timing.
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Over Taker
Combo
|
Description
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  .. - [Hold arrow button]     
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A simple punch move used by many Over Takers.
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  ..   [repeat or repeat Raven combos]
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You can chain this combo with all of Raven's other moves.
|
     
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A KD reset Combo.
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    [repeat]
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A simple claw catch combo.
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  -  [repeat]
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Similar to Raven's bread and butter combo.
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    [repeat]
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A nice loop that deals decent damage.
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Awakening [CTRL]     
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Javelin Stab A stronger shadow stab technique.
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   Awakening [CTRL]    or         
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A good combo for those Over takers going for high destructive power. Using the Nasod Core in awakening shall prevent the enemy falling to the ground while using Charged Bolt, which would be easy for a another combo.
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Weapon Taker
Combo
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Description
|
  [repeat]
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You want magic damage? You've got it!
An easy loop that deals decent magic damage.
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Barrage Drop
A simple KD reset and timing may be needed.
|
            
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Deal With That
A basic combo using the two principal abilities of Weapon Taker. Average damage and easy to do.
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             or overheated
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Oh, I thought you were a whale. This combo locks the opponent in and ends with a well-aimed Harpoon Spear.
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[Awakening Mode]        
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Sorry, I'm not done. Yet. After the last shell is shot, you use Power Assault to catch them with the core, continuing the combo by getting closer. Requires high attack speed.
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       (wait for fall)      
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Variation of Deal With That
A little variation of deal with that.
|
            
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Muggers these days.
A combo that's fairly easy to execute that also does a fair amount of damage. Good for beginners. Can be finished with any skill, XX~X, or looped into another combo.
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            loop as many times as wanted, end with skill.
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Gunpowder Bomb
If you end with an overheated skill, this combo is pretty deadly. The initial >>^ZX is probably done best if close to the ground, and then you hold v to hit the ground faster. Has a high Knockdown value.
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              or end with any skill
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I'll be back
A combo with average damage, good for beginners and it can be finished with any skill.
|
        
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Easy Combo Bro
A combo that is easy to finish, can catch after bursting blade to continue.
|

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Flying Impact
A combo that MAY deal burn damage if you got the skill note for bursting blade. This throws the enemy back and forth and can be repeated. There is no timing at ALL! You may pause a little after burning rush.
|
          
    
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Bursting Catcher
An aggressive combo starter that begins with catching the opponent with Raven's bullets followed by his basic combo and an aerial combo. Barrage Attack allows you to catch the opponent after Bursting Blade by giving more air time.
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|
Fiery Farewell
An extremely basic and easy combo that knocks your opponent away and doesn't require much MP. If you're awakened and/or can move quickly, you can catch the enemy with the core and continue the combo with extra damage. Using the skill note for Bursting Blade to burn your opponent is also good.
|
(On the edge of a platform) (enemy flies off platform while you fall off too)( [Awakening mode] or wait for enemy falling timing) then immediately after you touch the ground (hold ) ...then continue comboing
|
Platform Rush Catch
This combo shows a little difficulty as it is intended to be an x drop technique on an enemy(who is at the edge of a platform). This move requires timing as well so when the enemy starts to fall, either awaken or have good timing, then jump to use haze power then jump again to x drop and then you can continue your combos, since the kd has been reset.
|
Blade Master
Combo
|
Description
|
    [repeat] or  ...
|
A strong sword launch combo that can be repeated or chained to another combo. However, it is moderately slow and high attack speed is required.
|
(on awakening mode)   @ ,
(your own combo)
@ At this point, you must perform Bloody Accel on the last second before awakening mode ends, then, when the awakening mode is over, you'll recover 100 MP and 10% HP, due to the Nasod Core at maximum power
|
Bloodthirsty Overdrive
A tricky way to conbine and buffs and properties, by taking full advantage of Raven's Nasod Core (300 MP required)
- The properties gained with this mixed buff are
- Tremendous attack increase (depending a bit of Giga Drive's level)
- HP regen per attack (depending of Bloody Accel's level)
- No cooldown for active skills
- KD rate decrease
- This mixed buff CAN be stacked with awakening or any other buff
|
 
|
Heres a quick combo lesson.   --- .. My version is more simple by just using the move, What you call "One Flash" instead of Spamming .
|
    [repeat] ( or just        ...
|
A heavy sword combo that does high damage, but is moderately slow.
|
     [repeat]...
|
Combination of heavy sword combo with sword taker's low KD dash combo. Can be looped quite easily.
|
    ...
|
Rushing Impact
- Quite Difficult to use Burning Rush after
    ...
|
    ...
|
Rushing Blade
- Quite Difficult to use Burning Rush after
    ...
|
      +        + 
      +      + 
|
Might be all the possible KD Reset.
   In PvP they go up. But in PvE they will stand on the ground still.
|
    ... [High Jump]
|
An effective combo finisher for bipedal, character-sized bosses.
|
     ---- Repeat if necessary.
|
A long combo that deals fair damage to the enemy.
|

|
Catching them with a stun but adds KD.
|
       - [hold]   ETC..
|
Can do this combo by replacing the   to   . Must use Shockwave right after the finisher! Then right after Shockwave is executed hold and Keep pressing just to make sure you catch them, then Cut Tendon to cut their running off. Recommended to use this near the walls.
|
      @      
|
@= Requires proper timing. Its one hit during the dash jump but then fall to the ground and do a normal z attack. best done with many platforms.
|
           ...    ...        or  or
|
After the last "one flash" you can substitute any special active (Berserker Blade or 1 Z with Earth Break shortly after are the recommended options).
|
     (right before enemy lands) or substitute it with
|
Up, up, up, front, and down A heavy damaging launcher, and while using One Flash, It resets KD. Whereas using Berserker Blade causes heavier damage but knocks down. Needs timing and high attack speed to do.
- The last Z is lag sensitive, so it should only be used in PvP if both players can perform hit stuns without delays.
|
         
     
|
Basic Combo
|
               
|
Clawbladedz Revamped Intro Combo 1
A Short combo and you can extend it Clawbladez Revamped Video
|
 Right side                    
         
    
         
|
Clawbladez Revamped Intro Combo 2
A long combo that involves Mid Clashing, KD reset, Timing, chance of 60% for a fatallity. (100% in KR) Clawbladez Revamped Video
|
 (cancel next Z)        
|
Finn's End of World Combo
I know, lame title, but this combo contains Canceling, and provides nice damage input thanks to the XZ(Z)loop
- You can let the last Z on XZZ hit and cancel then <<>Z CT making it look better and includes more damage.
|
                                ~
|
Blood Hunter
The beginning of this combo may require a bit of timing, and Cut Tendon must be used DIRECTLY after the XXZ~Z combo to catch.
|
     (turn)                             (turn)  
|
Flashing Moments
Simple combo that has you constantly moving to either side of the enemy to avoid possible counter attacks. Blade Master's XZZZ combo should be cut off right before the enemy is launched.
|
Reckless Fist
Combo
|
Description
|
    
|
Gatlin' Catch
|
     
|
Do   as soon you hit with and your flares will be fired on your right instead of yourself going over it.
|
    [repeat]
|
A repetitive combo that involves firing flares at your opponent. Does decent magic damage.
|
       [repeat]
|
A variation of the basic raven bread and butter combo that does insane damage with the addition of the Nasod Arm combo of the Reckless Fist.
|
        [repeat]
|
A quick, easy, powerful ground combo in which Raven punches through the opponent multiple times, 4th hit is especially strong.
|
  [repeat]   [On platform]
|
A strong combo that can be hard to chain together, though more so when on solid ground then on a platform. Does very high magic damage.
|
             
|
A full combo that unleashes massive damage before finishing with a strong attack. If all hits land 40-50 mana will be gained. Weapon break for those pesky buffed enemies and bosses.
|
     
|
Nasod Insanity Combo Does the basic punching combo, then cancels with Magic Adrenaline (+40% Magic Attack at Max Level). Afterwards, continues with the punching combo, then ends with Wild Charge. You can charge your fist for the period of the time when your opponent is recovering from the punch flinch, then unleash the ultimate one-two.
|
        Awakening [CTRL]   
|
Same combo as the over taker's one above but with a slight change. Using the combo below Gotcha'Mate the    Can be used at the end combo then catch or use To catch while awakening. Using this shall bring Destruction upon your foe's. No longer possible with the skill tree revamp.
|
      
|
Gotcha'Mate Does the basic Slash Combo but uses his claws after the third hit for the stun, then he does the basic Heavy Combo with a Spike coming up from his foot and launching his enemies in the air, Which they are open so you can use X Crash right where they about to fall.
|
                          
|
Reckless Fury A basic PvP combo which uses weapon break and ground impact for additional damage and extra combo length. Arc Enemy is used to lower KD and get in a few additional hits, although the enemy usually mana breaks right after an Arc Enemy. Can use another Arc Enemy if you have the mana instead of using a finishing hit. This combo is easiest to use against walls.
- Instead of
 you can do  +
- You can do
  instead of  to for a quicker cancel. However, this skips one of your hits.
|
         [repeat]
|
Kirby's KD Reset Must have a good timing to catch the opponent after you knock them down with and repeat 2 more times and they'll fall down.
|
Veteran Commander
Combo
|
Description
|
    (hold)       
|
Veteran Commander trailer Combo
A combo from the trailer of veteran commander. No longer possible with the skill tree revamp.
|
      
|
Combo Finisher
A basic finisher that every Veteran Commander should master.
|
|
Chain Active Combo
A lethal combo that can be chained with 100mp, dealing 1450% physical damage skill-wise, along with 2 status effects inflicted.
|
         (hold)       (can overheat if you have enough HP left) (this can also be overheated if you want to)
|
Flames of the Return
This combo disables an opponent's ability to flee with Bleeding Slicer, then combines both of Veteran Commander's new combos with Weapon Taker's Hit and Run attack. Deadly Raid is thrown in at the end as a heavy damaging finisher. You should try to get as close as possible when you use Air Bomb Raid so that it's easier to catch the enemy afterward. No longer possible with the skill tree revamp.
|
  (Hold)    (hold)
|
Eternal Flame
This combo inflicts both Burn and Bleed to deal extra DOT damage. The combo can become especially lethal if you use a maximum power Deadly Raid, both to you and your enemy, since it would require 3 overheats in one combo. No longer possible with the skill tree revamp
|
         (hold)        (can overheat)
|
Slicing Embers
Super simple combo, inflicts a couple of status effects for extra damage and doesn't require excessive amounts of MP. No longer possible with the skill tree revamp.
|
      
|
Slash Drop
Veteran Commander's variant of the basic X-Drop. Bleeding Slicer (or Flaming Sword) must be activated immediately as low to the ground as possible for the timing to connect.
|
             (hold)       
|
Aerial Hellfire
A lot of aerial combos involved with this one, which can help avoid some counterattacks from the opponent. Requires some timing during  to catch afterward.
|
                 
|
Slash and Burn
This is a pretty straight-forward but very aggressive combo, starting with a deep cut and sealing it with a flaming sword attack. Finish it with grenades, a bullet to the face, and a fiery burst.
|
(DO NOT OVERHEAT)         
|
Greek Fire
This is the most dangerous and aggressive attack. Use the napalm to burn your enemies while using your nasod arm's firepower to keep them in place. This combo is extremely difficult to mana break out of.
|
 (with burning rush skill note)...then attack or surprise enemy or (enemy against a wall)  (with burning rush skill note) (immediately after hit) (hold ) ... Then continue comboing
|
VC Light Speed Rush 1: Bomb Rush
This combo allows you to perform a technique called the "Light Speed Rush" as it allows you to be at the end of the burning rush animation and allows you to move freely after. This move can surprise your enemies as you appear suddenly fast. It could also be used against the wall as a "burning rush X drop". This x drop is a little hard to perform since your timing has to be at the exact time. *Note: if you come into contact with the enemy after the Light Speed Rush, the burning rush hitbox will still have effect and would still launch the enemy. Use that moment as a catching maneuver. LIGHT SPEED RUSH DOES NOT WORK WHILE AWAKENED **Note: NO LONGER WORKS IN NA AFTER MAINTENANCE
|
    (hold until the flames fully extend)(immediately after flames fully extend) (with burning rush skill note)...then attack or surprise enemy or (enemy against a wall)     (hold until the flames fully extend)(immediately after flames fully extend) (with burning rush skill note) (immediately after hit) (hold ) ... Then continue comboing
|
VC Light Speed Rush 2: Flamethrower Rush
The second method that allows you to perform a technique called the "Light Speed Rush" as it allows you to be at the end of the burning rush animation and allows you to move freely after. This move can surprise your enemies as you appear suddenly fast. It could also be used against the wall as a "burning rush X drop". This x drop is a little hard to perform since your timing has to be at the exact time. *Note: if you come into contact with the enemy after the Light Speed Rush, the burning rush hitbox will still have effect and would still launch the enemy. Use that moment as a catching maneuver. **Note: the cancelling of this version is more difficult since the cancel delay neither late nor early. Be cautious when using this in Pvp, as failure to cancel will be a waste of your mp and hp. LIGHT SPEED RUSH DOES NOT WORK WHILE AWAKENED ***Note: NO LONGER WORKS IN NA AFTER MAINTENANCE
|
 (do not hit the target directly)
|
Field Control: Condensed Hellfire
An indirect attack to gather the flames from Raven's bullets in a single area. Other players will most likely be too smart to walk into them, so you may have to force them into the fire, or just use this attack in PvE. The flames themselves can do massive damage in a matter of seconds, and can limit the enemy's movement.
|
Eve
Combo
|
Description
|
     [repeat]
|
Basic Physical Attack infinite combo for Eve. Fast and effective.
|
    [repeat]
|
Harder, faster version of basic Infinite with less KD. You cancel the third of   with a dash.
|
    [repeat]
|
Infinite combo for enemies that aren't large enough for the normal combo. Hard to perform until CN revamp.
|
   [repeat]
|
Turns enemies around making them less of a threat.
|
 [repeat]
|
Locks the enemy in the air. Use for large enemies.
|
  
|
Heavy Step. used for fastfalling from the air. You can cancel the fall midair with , or , or cancel into a dash upon hitting the ground.
|
   
|
Advanced combo that resets KD. First X launches enemy into the air, second one fires a slow-moving electron ball behind them, and the third X KDs in midair while knocking them into the electron ball before they reach the ground.
|
Code Architecture
Combo
|
Description
|
      [repeat]
|
CA basic combo.
|
   [repeat]
|
Oberon diagonal slash spam.
|
      [repeat]
|
Oberon air slash plus slasher.
|
       [repeat]
|
Oberon launcher plus air slash.
|
      [repeat]
|
Oberon launcher plus slasher.
|
(Hold )        (release ) [repeat]
|
A variation of the basic combo that deals much more damage, but uses some MP.
|
Code Exotic
Combo
|
Description
|
[Hold]    .... [Repeat]
|
A lazy ground combo for CX.
|
     ... [repeat]
|
A VERY painful ground combo for CX. In S1 PvP, you can only loop this a couple times before they get knocked down.
|
  [repeat]
|
A quick incomplete dash attack. It does decent damage and is great for gaining MP.
|
      [repeat]
|
|
       [repeat]
|
|
[Fix from upper combo]             [repeat]
|
(Hold )       (Release )
|
|
Code Electra
Code Empress
Combo
|
Description
|
     [repeat]
|
|
      [or   ] [repeat]
|
|
    [active or special active skill] [repeat]
|
|
  [repeat]
|
A quick incomplete dash attack. It does decent damage and is great for gaining MP.
|
   [or   ][repeat]
|
Ophelia midair blast spam.
|
  [repeat]
|
Bomb blast spam. Just for fun.
|
      [or   ][repeat]
|
Dashing Oberon slash plus Ophelia midair blast.
|
   [or   ]   [repeat]
|
Ophelia midair blast plus bomb blast.
|
(Hold )   [or ]   [or ]    (Release )
|
Aggressive Actives Using 3/4ths of your active skills to string up a combo. Note that releasing the Mega Electron Ball takes timing when your target drops down.
|
                     ...
|
What is this assault... Using This might be one of the easiest combo spams ever made for Code Empress. As long as you utilize the combos that don't nock down or the ones that are easy to catch from, you can make this combo as long as you want :/ Throw in a Spitfire or Electronic Field for extra damage or if you think you might loose your target, or even start with a Spitfire or >>^XZ. It's all up to you.
|
           
|
Code Emp Video Combo 1: From the release video of Code Empress.
|
  
|
Fisting Hard A unexpected Fist.
- And the combo name sexual.
|
    
|
Electronic Field Reverse Using Electronic Field, Jump, Dash, Dash in the opposite direction and use Z & X in Air.
|
Code Nemesis
Code Battle Seraph
Combo
|
Description
|
       [repeat]
|
Energetic Dash A bunch of dash combos. You can add more air dash attacks before commencing the ground assault.
|
     pivot 
|
CBS Trailer Combo 1 CBS's combo from the release video. It's best to do the XXX at the same time you use the Energy Needles, because that final X is a KD.
|
                  (hold)   
|
Laser Light Show A flashy combo that mostly takes place in mid-air. The beginning is fast paced and requires quick reflexes.
|
(hold)       (hold)   (release Taser Pilum DURING Energy Needles)   
|
Laser Light Show V. 2: Taser Rampage A moderately strong laser combo.
|
Chung
Combo
|
Description
|
    [repeat]
|
Basic bread and butter combo for Chung, easy to loop and reloads a cannonball per loop.
|
   
|
Blast up
|
   [repeat]
|
Cannon Smasher Basic, slow looping combo for Chung
- This combo can no longer be performed.
|
      [Repeat]
|
Chung's bread and butter combo that launches, hits in midair, & catches the enemy. Multiple "X" cannon swings are possible on the launch, though generally two is the most before they fall.
|
        [repeat]
|
Physical Reload This combo allows you to reload while your hitting the crap out of your enemy
|
      [repeat]
|
Basic Launch-Catch looping combo. Reloads two cannonballs.
|
     
Or        then start your own combo.
|
Chase The first part     ... is quite hard but it is easy for most people.
|
           
|
Basic KD Reset combo that is fairly easy to execute.
|
         
      
|
Launching Landmine: A long combo ending with a launching catch.
|
   [cancel after 3rd or 4th shot]         [cancel again after 3rd shot [you should have 1 or 2 cannonballs now,if you started with 6]]        
|
Cannon Barrage: A long combo firing and reloading many Cannonballs, maximizing Damage on usage of much mana.
|
[Launch]   [Repeat]
|
Endless Siege Requires the opponent to be cornered against a wall. Fire until Siege Shelling ends and launches the opponent, X-Drop twice, then catch with Reload and repeat. There is no knockdown value to any of these attacks, making this an infinite combo.
|
Fury Guardian
Shooting Guardian
Combo
|
Description
|
   [Repeat]
|
Basic Gun Stance loop A Easy loop for Shooting Guardian. No longer possible as Deadly chaser.
|
  @    or   [Repeat]
|
GunFu smackdown A fairly easy to execute infinite combo that deals good damage. Super easy with attack speed 10% and above. After each combo sequence, can add skills for an extra kick. Need some right timing to catch enemy, use if you can't manage, near impossible to do if you took the dwarf potion.
|
   or   or and [Repeat 2-3 times] or or
|
High-Speed Combo A variation of the above combo. Much easier to execute. Best used in a plain area. Note that the enemy may escape if used in an elevated area with you above.
|
            (Afterwards continue to repeat    until knockdown)
|
Seiker Heart Very long and possibly complicated combo. Deals good amount of damage and best used in PvP. If used with Petrifying attribute, hits might be reduced.
|
 wait or cancel combo     shoot all except the last bullet then so you get closer, follow with  and a skill like OR
|
Dreyco's Honor An easy combo that I designed in level 20 so it is very suitable for the beginners as it is for the ones that want to expand their repertoire.
|
     [Repeat]
|
The Lance A VERY easy combo, personally the easiest combo a shooting guardian can do, can be used from both directions(flip the left if u have to) and it does decent damage. Also, after attacking with  you can them to get the most damage out of this combo.
|
Shelling Guardian
Iron Paladin
Combo
|
Description
|
          
|
Expanded Dash This one's a little harder, but it involves more attacking and screaming than the Simplistic Dash. High Attack speed would be nice for this one :/
|
     (Then Repeat without knockdown) (at 200 MP)  (And Punish Your Enemies!)
|
Easy to execute doesn't need a lot of attack speed just be sure you have at least 1 cannonball
|
    (Repeat 3 times)    
|
Xygon Spam A short combo. The last part works better as PvE combo but is still useful for not knocking down in PvP.
|
           
|
Destroy Destroy Destroy! A simple combo with medium KD that can be used to get behind the enemy and deal some nice damage.
|
       (Repeat}
|
Hard once you start but you'll get used to it.
|
     (Repeat till knockdown)
|
UP DOWN RAPIN' TIME!! Good Loop that Must be in the edge of the map to work properly.
|
          (Repat with )
|
Corner Rape Is your enemy in a corner? Do you have 6 Bullets or even 3rd awakening? Then it's time to rape him! (Best used with 3x snatch!) (And feel free to finish with any skill you like!) Tested by me Dosatron01 (talk) personally on germany server
|
Deadly Chaser
Combo
|
Description
|
[    2 Times]     [repeat]
|
The Deadly Chaser's launch loop. A variant of the Blade Master's    loop, Chung swings his opponents into the air twice and then combo-reloads, launching a 3rd time, creating a technical launch counter reset. Very KD efficient as the has no KD value.
|
       [repeat]
|
Silver Bullets Basic combo, reloads one cannonball and wastes little MP.
|
          
|
Bite the Bullet Simple Combo, reloads 2 cannonballs, little MP wasted if executed correctly.
|
   [repeat] until its 18hits Press once more to finish it because of KD.
|
Pistol Drive A combo that wastes only 5mp if you connect all hits. If you miss all four shots, you will lose 19mp.
|
   any skill after.
|
Revolver Drive cost 265MP : A combo only involving your silver shooters.
|
       
|
Both ways A combo that deals nice damage and doesn't knockdown the target.
|
  
|
Blast Off Simple combo to secure maximum damage out of Shooting Star.
|
    
|
After Burner A combo that wastes MP (if Rumble Shot is not noted) even though it is effective.
|
    
|
Taste My Cannon A combo that deals massive damage that drains the opponent's HP fast.
|
           
|
No Where to Hide A combo that deals massive damage that drains the opponent's HP fast and catches them.
|
        [repeat]
|
Up and down A combo that throws your enemies up an down and catches them. Really easy. The launch has 0 KD and the   functions as a launch reset.
|
 
|
Silver Gunslinger Combo involving only silver shooters but consumes quite a lot of MP.
|
       (Catch with reload skill)    (Jump to the other side of target and repeat)
|
Infinity Chaser Deadly Chaser's Infinite combo. May not work on some servers and might not succeed if using burning or petrifying attributes.
|
          (or) (repeat)
|
Wonder Wound A devastating combo for Deadly Chaser that involves wounding the target mid-way, then unleashing a mass burst of damage. Relatively easy to mana break, unfortunately.
|
        
     
|
I'm Not Overpowered Best used in PvP. An alternate version of the above combo except it reloads cannonballs and uses Siege Shelling for extra damage while the opponent is caught by Rumble Shot. Does great damage if done correctly and is rather simple to learn. Feel free to substitute Leg Shot with whatever you like better since Rumble Shot and Siege Shelling are the main parts of this. If your opponent lags, catch them with or   before using your actives.
|
          
|
Silver Drive An easy combo. It can be used to catch your opponent. You can remove    and repeat the combo.This is also a variation of Revolver and Piston Drive.
|
                  
|
Slaying Shots Pretty easy for the most part, doesn't require too much timing. Works better with 10% attack speed or higher to chain certain combos.
|
                
         
|
Chaser's Creed It's a difficult combo to do, especially beacuse of the Reset and the 2x } reset and for the   where you don't have to make a stomp but to shoot like in Shooting Guardian's  } Combo
|
       x7        
|
Chaser's Creed V. 2 A slightly easier to perform variation of Chaser's Creed.(Named since this combo doesn't have a name and looks similar to Chaser's Creed. Whoever put this here change the name to whatever you like.)
|
Tactical Trooper
Combo
|
Description
|
After using   
|
TT Trailer Combo 1 Must have 180 MP or more to use this combo. Recommended to not use this on corners or platforms where the opponent can drop down.
|
           -     -   -  (loop) - 
|
Siege Destruction An advanced combo that centers around siege. Requires attack speed, ammo (5 blue + 2 red), and MP to pull off. Must have some knowledge of "Siege Switching" ( to repeatedly). Can continue to combo after . If you don't have 100MP after  , repeat the  loop a couple times to gain some.
|
Ara
Combo
|
Description
|
[Hold]   ~
|
Double Jump Spring Step Ara's exclusive spring step, the traveling speed is comparable to Night Watcher's Gliding Step.
|
       ~
|
Stop motion Spring Step A hard step, similar to the usual spring step, the trick it's repeat   , after start with  . Ara step's work with  for repeat.
|
      + [repeat]
|
Basic combo, three attacks followed by a downward spear attack.
|
    [repeat]
|
Basic loop with Ara. You can cancel the Third by pressing  before the third comes out.
|
  
|
Good to use during a combo, Ara gains stoic while rolling and prevents KD at the end and drains 30 Mana.
|
      + ..       [repeat]
|
Mix all those up to get this combo, It's pretty fun and easy to execute.
|
  + .. 
|
Good at catching since the X slash while airborne has so much range. The airborne X slash KDs, but you are able to catch them by pressing X as soon as you land.
|
      [repeat]
|
Great beginner combo~
|
   [repeat]
|
Infinite loop in PvE that requires attack speed to use. Works best (though not required) on a corner.
|
 
|
A good beginner combo that requires little timing.
|
      [Insert Skill, Optional] [repeat]
|
A triple launch combo that also resets the launch counter. Great damage to KD ratio (690% = 2.75/2.2 KD)
|
        [Hold] [Insert Skill] [repeat]
|
A triple launch combo first publicly shown by Seijun. Hold down after the 3rd attack when the launch counter is exceeded to continue the combo. Damage/KD Ratio = (1285% ~ 1735% = 4 KD)
|
    
|
Drop Chaser Perform near the edge of a platform to knock down the opponent so they hit the current floor and fall to the next level below. Drop below to catch with air-dash and successfully reset the Knock Down Counter.
|
  
|
Wind Chaser Perform near the edge of a platform to knock down the opponent so they hit the current floor and fall to the next level below. Proceed to catch with Wind Wedge to successfully reset the Knock Down Counter.
|
Little Hsien
Sakra Devanam
Little Devil
Combo
|
Description
|
          (turn)  
|
Evil Wolf Rampage A combo with a good balance of magical and physical damage. High knockdown, though, unless you have Energy Enhancement at a high level.
|
        [Continue Combo]
|
Flying Wolf Catch with a Knock-Up and Energy Absorption and launch again with Little Devil's backleap combo. Upon landing, activate Wolf Claw followed by Life Swap to close the distance again and proceed to reset the launch counter with Ara's air combo. Regains 5 energy with a Lv.11 Life Swap and consumes 70 MP (105 with Mana Swap). A twelve-attack combo with a total knockdown value of 10.75 without the skill investments.
|
          
|
Howl of the Wolf Arts Attack using Little Devil's basic combo with Z then use Gain Force to gain an Energy Bead. After using that, start with Wolf Stance 1 and then activate Wind Wedge followed by Wolf Claw and Wolf Spear. Once after its complete, Ara should do the extra move, Killing Howl at the end of the combo then use Little Devil's X combo to knock the opponent down quickly. After the combo is finished you should at least have two or more energy beads from the combo so you can use it once again! Energy Enhancement must be at a high level before activating the skills above.(You don't have to have all of the Wolf Stances in the Skill Slot!)
|
Yama Raja
Combo
|
Description
|
    
|
Speed Chaser Perform near the edge of a platform to knock down the opponent so they hit the current floor and fall to the next level below. Drop below to catch with High Speed and successfully reset the Knock Down Counter.
|
 
|
High Speed Backslide A moment after activating High Speed, press the back arrow key to reverse directions and press forward to face the direction you started at when High Speed finishes, creating the illusion of a "backslide." The 1st of Seiju's tech.
|
  
|
High Speed Jump Activate High Speed immediately after the running jump, cancel High Speed with the back button and direct your motion upwards. The whole command must be activated in very fast sequence. The 2nd of Seiju's tech.
|
(In the air)   
|
High Speed Decent After activating High Speed mid-air, forward cancel the skill and press the down key to direct the skill towards the ground. The 3rd of Seiju's tech.
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Malevolent Piercing Simple, short combo that does not require much MP. Very fast, however, and offers many opportunities to change your position and evade attacks.
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Elesis
Saber Knight
Pyro Knight
Combo
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Description
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Illusory Scorch Quick, highly evasive combo, but has relatively high KD.
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Bloody Cinders Longer than the above combo, and allows the user to run easily afterward by finishing with a damaging pass-through attack.
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Grand Master
Blazing Heart
Team Combinations
Combo
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Description
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Team Combinations with 2 players or 3 players
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Must have good teamwork to do this
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2 Blade Masters
Blademaster 1      @ [Launch to the right]
@= Blademaster 2        [Launch to the left]
Repeat.
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Stay high
Two Blade Master's Transfering their opponents by using their blackhole without adding any KD. You can do this with 2 or more.
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Eve and Chung
Near a platform is ideal for this combo. The Chung should set up in Siege Shelling under said platform, with the Eve above it.
Eve:    [repeat until person has fallen off the platform]
Chung: Siege Shell into oblivion!
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Knockoff Knock back The Chung could end with a skill like Scare Chase/Dread Chase (if they are a Shelling) or the Eve could catch and keep comboing.
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( Copy of Raven's     but for two.)
1st person:   Second Person:   [repeat]
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Beginners' Team Work One Raven must be on each side for this to work.
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Fury Guardian/Iron Paladin + Another Chung
[FG/IP]
[Chung #2]
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Lunatic Siege Only tested once with randoms in 2v2, but works well. While the enemies are launched by Lunatic Fury, the second Chung snipes them in midair with Siege Shelling for extra damage.
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Eve + Sheath Knight/Infinity Sword
[Eve] Awaken
[ShK/IS]
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Black Hole Strike A different version of Black Storm, with more MP needed and more damage. Timing is crucial on this; try to get all opponents into the Black Hole, and time the FS to keep them sucked in when the Black Hole explodes. Can substitute Final Strike for other skills if you don't want to keep them sucked in, e.g. . Also optional to awaken Black Hole.
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Sheath Knight/Infinity Sword + Lord Knight
After execution 
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After launch they get caught into the Sandstorm.
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Fury Guardian + Code Electra
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Helical Pandemonium Throw your enemy into the air then catch him before it hits the ground.
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Two Infinity Swords
(short pause)
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Hell Cutter A double layered Rage Cutter that is easy to perform and deals a good amount of damage. For full hits on the second Rage Cutter, there should a bit of a pause after the first one so the target can fall back into Rage Cutter's range.
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Elemental Master, Weapon Taker/Veteran Commander, Veteran Commander, and Rena(any class)

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The Day Hell Burns An unimaginably powerful fire combination attack, this combo combines the fire power of four 200MP+ skills, and can inflict burn for massive damage. It can be pulled off with one Veteran Commander rather than two if he can restore a large amount of MP quickly with mana potions or the like. If you decide to do this with one Veteran Commander, Rune Slayer's Sword Fire skill can be thrown in for more damage.
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Night Watcher and Infinity Sword
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The Collision of Hell and Heaven After Infinity Sword uses Rage Cutter Night Watcher has to quickly jump and do glided strike if lucky Infinity Sword can catch and continue a combo a fair amount of damage depending on the enemys stats.
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Two Pyro Knights or Blazing Hearts
PK/BH on the left:   PK/BH on the right:   [repeat until the target falls]
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Blaze Sentencing This is an easy combination attack as long as both players keep the rhythm to ensure that one of them is on either side of the target until the combo ends.
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One Code Electra or Battle Seraph and One Little Hsien or Yama Raja
CE/BS [Hold and Release] LH/YR        
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Howling Blazer Code Electra or Battle Seraph holds Sweep Rolling - Over Charge and releases it causing splash damage after that, Little Hsien or Yama Raja should be at the end of the triangle to catch the opponent(s)and use the Wolf Arts to do devastating damage!
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Guidelines
See Guidelines.