This is an overview of base game combos. It applies to all enemies in the base game except the Warrior.
S = Sword
E = Elika
J = Jump
G = Gauntlet
' = Block/Parry/Cancel
; = Knock enemy into wall/ledge
Combo Structure
- A combo consists of 1, 2, or 3 phases.
- If a combo is executed completely, we say that the combo is finished
- A combo may also be cancelled at any point during its execution, for example:
- The player fails to press any attack input in time
- The player presses the cancel button after an attack to cancel the combo (this also cancels the slow-mo while the game is waiting for another attack input)
- The enemy is pushed into a wall (each enemy reacts differently to this)
- The enemy is pushed off a ledge (each enemy reacts differently to this)
- An attack is blocked by the enemy
- The fight ends (though the player can still press the cancel button to cancel the slow-mo)
- Therefore a combo can end in two ways: either it is finished or it is cancelled
Phase 1
- Phase 1 consists of zero or more
S
and/or E
attacks
- A combo may finish in phase 1 - in this case the combo does not have a phase 2 or 3 (e.g.
SSSESES
, SSSS
, EEE
)
- At any point during phase 1 (provided the combo has not ended), we may go into phase 2 by invoking a
J
or a G
attack
- Phase 1 may be empty - i.e. if the first attack in a combo is not
S
or E
, then phase 1 is empty (e.g. for the combos GS
, JGJG
, phase 1 is empty)
- All
S
attacks in phase 1 are blockable; all other attacks are unblockable (including S
attacks in other phases)
Phase 2
- Phase 2 always starts with a
J
attack or a G
attack
- If phase 2 starts with a
J
attack, we say it is a jumpy phase 2 (in game lore this is an acrobatic combo)
- A jumpy phase 2 starts with exactly one
J
attack, followed by zero or more S
and/or E
attacks
- The only exception is when phase 1 is empty - then a jumpy phase 2 may be
JJ
which also finishes the combo (the Prince simply jumps over the enemy and deals no damage)
- If phase 2 starts with a
G
attack, we say it is a throwy phase 2 (in game lore this is a lift combo)
- A throwy phase 2 starts with exactly one
G
attack, followed by zero or more S
and/or E
and/or G
attacks
- A combo may finish in phase 2 - in this case the combo does not have a phase 3 (e.g.
EEJEEE
, SJSSS
, SSGS
, EGEG
)
- The
J
attack at the start of a jumpy phase 2 is one of the only possible attacks in any combo (and in any phase) that reverses the direction of the enemy's knockback - most other attacks knock the enemy directly back to varying degrees
- On the other hand a
G
attack (followed by some other attacks) is generally used as a means to throw the enemy far in the direction we are already facing