Overview
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 StrikeGuard:
MidStartup:
25Recovery:
20Advantage:
+3, a nearly fullscreen plus on block combo starter that beats projectiles. When needing to approach zoners, he can use 214MGuard:
MidStartup:
14Recovery:
Advantage:
+22 to protect himself from projectiles for up to 4 hits, even beating otherwise dominant options such as Crusader's 236MGuard:
MidStartup:
15Recovery:
Advantage:
+5 all while making his own dodge plus on block.
In blockstrings, Swift Master has access to a variety of options that can throw off his opponent. Using Wind OrbGuard:
Startup:
30Recovery:
Advantage:
N/A allows him to access an 8 way airdash attack in Sonic Move, which can be used to mix opponents with throw, bait reversals, or cancel Wind Orb into Storm Quaker for tight blockstrings that beat reversals and rolls. He can prevent opponents with shorter reach from counterattacking via his 6SGuard:
MidStartup:
14Recovery:
Advantage:
-19 projectiles, or reset pressure by pulling opponents in with 4SGuard:
MidStartup:
28 TotalRecovery:
Advantage:
N/A.
In addition to its blockstring strengths, using Wind OrbGuard:
Startup:
30Recovery:
Advantage:
N/A for okizemeFrom Japanese "起き攻め". Attacking an opponent about to wake up after they were knocked down, usually with meaty attacks or mix-ups. gives Swift Master a large amount of options including somewhat gimmicky high/lows as a knowledge check or to visually trick the opponent into making a mistake.
His main weaknesses are his bottom of the barrel health pool and guard gauge, making him more susceptible to touch of death situations than the majority of the cast, as well as having the lowest natural mana regen in the game outside of Awakening. He also suffers from low reward on smaller hits and lacks an explosive win condition that other strong characters have.
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Health |
900 |
Guard Gauge |
1150 |
MP Regen Rate |
11 /second |
Prejump |
4F |
Backdash |
Fastest Attack |
2A (6F) |
Reversals |
623M (18F) |
| |
Pros | Cons |
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Unique Mechanics

Startup:
30Recovery:
Advantage:
N/A on hit or block, even his invincible 2M.
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 |
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% | -1 | 20 |
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% | -9 | 40 |
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% | -4 | 20 |
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 Orb
Guard:
Startup:
30Recovery:
Advantage:
N/A after hit confirming B into 5S.
Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|
70% | KD | 40 |
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 |
---|---|---|---|---|
70% |
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% |
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 |
---|---|---|---|---|
0% | HKD(+2) |
Guard Cancel
6B+S
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% | 45 | |||
j.S | 80% |
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:
Startup:
30Recovery:
Advantage:
N/A is near the opponent as he can land with Sonic MoveGuard:
MidStartup:
8Recovery:
Advantage:
+8~ 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 |
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. Is jump cancellable on hit or block of the first tornado only.
- 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%×3 | -7 |
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 |
---|---|---|---|---|
N/A |
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 edgeUsing 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% | KD | 100 |
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 OTGThe 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 |
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 |
- 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 | N/A |
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%×19 |
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.M
Guard:
MidStartup:
18Recovery:
Advantage:
andDragon Knight's j.S
Guard:
MidStartup:
20Recovery:
Advantage: - Can block
Crusader's wall if he uses it raw.
Version | Proration | On-Hit | Guard Damage | MP Gain | Level |
---|---|---|---|---|---|
214M | 90%×4 | +27 |
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 TwistGuard:
MidStartup:
14Recovery:
Advantage:
+22 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 OTGThe act of hitting the opponent when they are knocked down. Short for "off the ground" or "on the ground.", usually after Storm Strike
Guard:
MidStartup:
25Recovery:
20Advantage:
+3 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%×4 |
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:
Startup:
30Recovery:
Advantage:
N/A. The air dash itself is a hit, and is often used to fast fall with a j.2G input during Wind BlasterGuard:
MidStartup:
16Recovery:
26Advantage:
-11 or Wind UpperGuard:
MidStartup:
15Recovery:
Advantage:
-2 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~ |
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% |
Colors
B-Type Color (DFO) |
C-Type Color (DFO) | ||
D-Type Color (DFO) |
