Chaining Combos

In order to avoid auras, it is first important to know how to chain combos together. For example, for chaining some combos, you can simply attack immediately after finishing the previous combo, but for others you have to move forward first - else you won't reach the enemy.

[https://docs.google.com/spreadsheets/d/1rXlIkqb2hIDPtnZ9ovHf5JfZkCy2AQ9cwrYlyK6j1LE/edit?gid=0#gid=0](https://docs.google.com/spreadsheets/d/1rXlIkqb2hIDPtnZ9ovHf5JfZkCy2AQ9cwrYlyK6j1LE/preview?gid=0#gid=0)

See above for an overview of how to chain all relevant combos. For example, during a Dad fight, a B2 combo can be followed directly by an E attack (this could be another B2 combo) without taking a single step forward, however a B1 combo cannot, as it needs a step forward before an E attack. On the other hand, trying to follow any B combo with a J attack will result in failure as Dad is simply too far to do it quickly.

Avoiding Auras/Abilities

When auras and abilities are unlocked, they can still be avoided for most fights. In fact, if all fights are executed correctly, then the only fights with the potential of triggering auras are the Warrior fights.

At the very start of the fight, the enemy never uses an aura. Therefore for the first combo we are free to do whatever we like, as long as we don't get attacked by the enemy first. Likewise for the second combo the enemy generally doesn’t use an aura*. But that's where the fun ends - or does it? Once we execute our first two combos, an aura can be triggered in three ways:

  1. If the combo is cancelled without being finished, then the enemy may go into an aura right after
  2. If we are spamming any combat input as the combo is ending, then the enemy is guaranteed to go into an aura
  3. If we finish a combo without spamming any inputs as it is ending, then the enemy either uses an ability or goes into an aura after a set amount of time (somewhere around 1/4 of a second)

Therefore we can avoid auras by avoiding all three of the above. So:

  1. Any combos we use must finish without being cancelled, unless it is the last combo
  2. We should not spam any combat inputs as a combo is finishing; instead we should wait for the post-combo animation to fully conclude before pressing another combat input
  3. Once we finish a combo, we should start another combo as quickly as possible

For example, we can chain multiple B2 combos without triggering any auras, as long as the first E attack in each combo is timed correctly. As per the document above, for the Alchemist, we must also move a tiny bit forward between each combo (literally 1 frame of movement is enough) and then time the E attack.

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Likewise the rest of this advice may not be true in an objective sense but it is true for all combos that we care about.

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