The combat model
Combat alternates between neutral, conversion, damage, and reset. In neutral you use movement and hitboxes to create an opening. A confirmed hit becomes a stable command string. Skills extend damage, control space, protect a transition, or finish before the target escapes.
The best rotation is not always the longest. Dungeon rank, knockdown behavior, MP efficiency, enemy armor, invulnerability windows, and positioning all affect the correct endpoint.
Movement before damage
- Dash discipline: Use short controlled dashes to adjust range. Constant forward movement makes your approach predictable.
- Platform routes: Learn which jump or dash-jump reaches each platform without a correction.
- Landing control: Plan where an aerial action ends. Landing in front of an active hitbox loses the exchange.
- Facing: Many command branches depend on direction. Reverse cleanly before committing to a punish.
- Recovery: Do not press every option immediately after being hit. Observe whether the opponent is waiting for it.
MP, awakening, and class resources
| Resource | Generated by | Spend when |
|---|---|---|
| MP | Attacking, being hit, passives, items, or class mechanics | A skill creates more value than saving for an uncertain future |
| Awakening | Combat actions and build bonuses | The duration covers a meaningful room, boss phase, or PvP conversion |
| Class resource | Character-specific commands or skills | The intended mode, stance, ammunition, energy, or system improves the next sequence |
| Consumables | Inventory and progression supplies | They prevent a death or preserve a high-value clear—not to repair every small mistake |
Building reliable combos
- Start with a confirm: Choose a fast, practical opener you can recognize on hit.
- Use a stable route: Repeat a short command string that works from common positions.
- Watch knockdown: Repeated launch, impact, or high-knockdown commands can force the target down and end pressure.
- Add one extension: Introduce a skill or movement cancel only after the base route is consistent.
- Choose the exit: End in damage, knockdown, safe spacing, or a setup. Do not drift into an accidental reset.
Dungeon clearing and bosses
- Group before spending: Pull enemies into one line or area so a skill clears multiple targets.
- Preserve boss tools: Do not spend every cooldown on the final trash pack when the boss begins immediately after.
- Read super armor: A boss that does not flinch can attack through unsafe command strings.
- Respect invulnerability: Stop spending resources when a phase transition or scripted action cannot be damaged.
- Move through the boss: When safe, crossing behind an attack can be stronger than retreating beyond your punish range.
A deliberate practice ladder
| Stage | Practice goal | Success condition |
|---|---|---|
| 1. Execution | One movement route and one basic combo | Ten clean repetitions without a dropped input |
| 2. Recognition | Confirm only when the opener actually hits | No automatic follow-up on block, armor, or whiff |
| 3. Resources | Maintain a planned MP floor | Finish the room with the intended reserve |
| 4. Adaptation | Use two routes for different positions | Choose correctly at wall and midscreen |
| 5. Pressure | Vary timing and reset points | Opponent cannot escape through the same gap repeatedly |
| 6. Review | Identify the first cause of each failure | One concrete adjustment per run or match |