Combat

## Basic Information

Combat in the Otogi series is fairly simple, with combinations of Light and Heavy attacks creating short combos, along with the occasional dash and magic attacks for specific situations. In Otogi 1, the combos available to you are based on the weapon type equipped by Raikoh, with there being four weapon types in total. While in Otogi 2, the combos are determined entirely by the character being played, often with greater variation than was in the first game.

Action Notation Guide

* L=Light Attack
* H=Heavy Attack
* M=Magic Attack
* D=Dash

## Otogi 1

Combos are separated by weapon type for the first game.

### Swords

* L: Diagonal Slash.
* L,L: Diagonal Slash, Forward Stab.
* L,L,L: Diagonal Slash, Forward Stab, Spinning Backhand Slash.
* L,L,L,L: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Leaping Overhead Slash.

Most of the heavy combos have a bit of windup, but still come out relatively quick, and the double spinning slash comes out very quick for a heavy and has good coverage.
* H: Heavy Diagonal Slash.
* L,H: Diagonal Slash, Spinning Diagonal Slash.
* L,L,H: Diagonal Slash, Forward Stab, Spinning Shove.
* L,L,L,H: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Double Spinning Slash.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, making it one of the most useful combos against enemies or bosses weak to a certain House of magic.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Slash, Lvl. 1 Spell.
* L,L,M: Diagonal Slash, Forward Stab, Lvl. 1 Spell.
* L,L,L,M: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Lvl. 3 Spell.

Dash attacks are mostly used to gain height into the air, the heavy version can still launch enemies.
* D,L: Rising Slash.
* D,H: Heavy Upward Stab.

* L: Diagonal Slash.
* L,L: Diagonal Slash, Forward Stab.
* L,L,L: Diagonal Slash, Forward Stab, Spinning Backhand Slash.
* L,L,L,L: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Overhead Slash.

Mostly the same as the heavy ground versions, but the downward slam stands out for its speed and for bringing you back to the ground. Making it good for crushing enemies below you or slamming airborne enemies into the floor, just do not use it over pits.
* H: Downward Slam.
* L,H: Diagonal Slash, Heavy Diagonal Slash.
* L,L,H: Diagonal Slash, Forward Stab, Spinning Shove.
* L,L,L,H: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Double Spinning Slash.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Slash, Lvl. 1 Spell.
* L,L,M: Diagonal Slash, Forward Stab, Lvl. 1 Spell.
* L,L,L,M: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Lvl. 3 Spell.

Exactly the same as the ground versions, which is consistent with most weapons. Only exceptions will be noted further.
* D,L: Rising Slash.
* D,H: Heavy Upward Stab.

* The Moonlight Sword has a unique heavy attack on the ground that shoots a moonlight wave with the swing, this wave does absurd damage, slaying nearly all enemies/bosses in one hit.

Orchid Malevolence
* The Orchid Malevolence replaces all ground and air attacks with a quick spin slash attack and replaces all dash attacks with a lunging forward slash. The lack of a rising dash attack means jumping is the only way to gain vertical height.

### Heavy Weapons

* L: Overhead Strike.
* L,L: Overhead Strike, Horizontal Strike.
* L,L,L: Overhead Strike, Horizontal Strike, Overhead Strike.

Heavy combos are split between the first and second attacks, which have a noticeable windup before striking, and the third and forth attacks, which come out surprisingly quickly. The third attack is particularly fast and has good coverage as well.
* H: Spinning Overhead Strike.
* L,H: Overhead Strike, Spinning Horizontal Strike.
* L,L,H: Overhead Strike, Horizontal Strike, Rapid Spinning Strike.
* L,L,L,H: Overhead Strike, Horizontal Strike, Overhead Strike, Leaping Overhead Strike.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, making it one of the most useful combos against enemies or bosses weak to a certain House of magic.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Overhead Strike, Lvl. 1 Spell.
* L,L,M: Overhead Strike, Horizontal Strike, Lvl. 1 Spell.
* L,L,L,M: Overhead Strike, Horizontal Strike, Overhead Strike, Lvl. 3 Spell.

The light dash attack is mostly used to gain height into the air, the heavy version stays grounded, can still launch enemies, and is fairly quick for a heavy attack.
* D,L: Rising Strike.
* D,H: Lunging Forward Strike.

* L: Overhead Strike.
* L,L: Overhead Strike, Horizontal Strike.
* L,L,L: Overhead Strike, Horizontal Strike, Overhead Strike.

Mostly the same as the ground versions, but the downward slam stands out for its speed and for bringing you back to the ground. Making it good for crushing enemies below you or slamming airborne enemies into the floor, just do not use it over pits.
* H: Downward Slam.
* L,H: Overhead Strike, Spinning Horizontal Strike.
* L,L,H: Overhead Strike, Horizontal Strike, Rapid Spinning Strike.
* L,L,L,H: Overhead Strike, Horizontal Strike, Overhead Strike, Diagonal Strike.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Overhead Strike, Lvl. 1 Spell.
* L,L,M: Overhead Strike, Horizontal Strike, Lvl. 1 Spell.
* L,L,L,M: Overhead Strike, Horizontal Strike, Overhead Strike, Lvl. 3 Spell.

The heavy dash attack is somewhat different, but about as fast as the ground version.
* D,L: Rising Slash.
* D,H: Heavy Horizontal Strike.

### Staves

* L: Diagonal Strike.
* L,L: Diagonal Strike, Horizontal Strike.
* L,L,L: Diagonal Strike, Horizontal Strike, Forward Stab.
* L,L,L,L: Diagonal Strike, Horizontal Strike, Forward Stab, Double Spinning Strike.

Most of the staff heavy combos are quick and have relatively good coverage.
* H: Spinning Backhand Strike.
* L,H: Diagonal Strike, Upward Diagonal Strike.
* L,L,H: Diagonal Strike, Horizontal Strike, Heavy Overhead Strike.
* L,L,L,H: Diagonal Strike, Horizontal Strike, Forward Stab, Leaping Overhead Strike.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, making it one of the most useful combos against enemies or bosses weak to a certain House of magic.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Strike, Lvl. 1 Spell.
* L,L,M: Diagonal Strike, Horizontal Strike, Lvl. 1 Spell.
* L,L,L,M: Diagonal Strike, Horizontal Strike, Forward Stab, Lvl. 3 Spell.

The light dash attack is mostly used to gain height into the air, the heavy version stays grounded, can still launch enemies, and is fairly quick for a heavy attack.
* D,L: Rising Strike.
* D,H: Lunging Forward Strike.

* L: Diagonal Strike.
* L,L: Diagonal Strike, Horizontal Strike.
* L,L,L: Diagonal Strike, Horizontal Strike, Forward Stab.
* L,L,L,L: Diagonal Strike, Horizontal Strike, Forward Stab, Double Spinning Strike.

The staff heavy combos in the air are shifted around compared to the other weapon types, with the downward slam being the third attack in the chain instead of the first. This makes it easier to do quick heavy attacks in the air without dropping, but makes doing the slam slower in turn.
* H: Heavy Diagonal Strike.
* L,H: Diagonal Strike, Upward Diagonal Strike.
* L,L,H: Diagonal Strike, Horizontal Strike, Downward Slam.
* L,L,L,H: Diagonal Strike, Horizontal Strike, Forward Stab, Heavy Horizontal Strike.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Strike, Lvl. 1 Spell.
* L,L,M: Diagonal Strike, Horizontal Strike, Lvl. 1 Spell.
* L,L,L,M: Diagonal Strike, Horizontal Strike, Forward Stab, Lvl. 3 Spell.

Nearly the same as the ground dash attacks.
* D,L: Rising Strike.
* D,H: Heavy Horizontal Strike.

### Paired Weapons

* L: Diagonal Slashes.
* L,L: Diagonal Slashes, Horizontal Slashes.
* L,L,L: Diagonal Slashes, Horizontal Slashes, Forward Stab.
* L,L,L,L: Diagonal Slashes, Horizontal Slashes, Forward Stab, Spinning Slashes.

The heavy combos are still quick and have pretty good coverage.
* H: Heavy Diagonal/Horizontal Slash.
* L,H: Diagonal Slashes, Heavy Spinning Slashes.
* L,L,H: Diagonal Slashes, Horizontal Slashes, Heavy Diagonal Slashes.
* L,L,L,H: Diagonal Slashes, Horizontal Slashes, Forward Stab, Leaping Overhead Slashes.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, making it one of the most useful combos against enemies or bosses weak to a certain House of magic.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Slashes, Lvl. 1 Spell.
* L,L,M: Diagonal Slashes, Horizontal Slashes Lvl. 1 Spell.
* L,L,L,M: Diagonal Slashes, Horizontal Slashes, Forward Stab Lvl. 3 Spell.

Dash attacks are mostly used to gain height into the air, the heavy version can still launch enemies.
* D,L: Rising Slash.
* D,H: Heavy Upward Slash.

* L: Diagonal Slashes.
* L,L: Diagonal Slashes, Horizontal Slashes.
* L,L,L: Diagonal Slashes, Horizontal Slashes, Forward Stab.
* L,L,L,L: Diagonal Slashes, Horizontal Slashes, Forward Stab, Spinning Slashes.

Mostly the same as the ground versions, but the downward slam stands out for its speed and for bringing you back to the ground. Making it good for crushing enemies below you or slamming airborne enemies into the floor, just do not use it over pits.
* H: Downward Slam.
* L,H: Diagonal Slashes, Heavy Spinning Slash.
* L,L,H: Diagonal Slashes, Horizontal Slashes, Heavy Diagonal Slashes.
* L,L,L,H: Diagonal Slashes, Horizontal Slashes, Forward Stab, Heavy Overhead Slashes.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Slashes, Lvl. 1 Spell.
* L,L,M: Diagonal Slashes, Horizontal Slashes, Lvl. 1 Spell.
* L,L,L,M: Diagonal Slashes, Horizontal Slashes, Forward Stab, Lvl. 3 Spell.

The same as the ground dash attacks.
* D,L: Rising Slash.
* D,H: Heavy Upward Slash.

* The Skylarks change the L,L,L,H combo on the ground and in the air into a unique attack that throws the blades in a large spinning arc around you that has amazing coverage.

## Otogi 2

Combos and unique attributes are separated by character for the second game.

### Raikoh

Raikoh is largely unchanged from the first game, using a slightly modified version of his sword move-set from the first game. He can double jump, and can only use Lvl. 1/2 Magic Talismans until 2nd play.

* L: Diagonal Slash.
* L,L: Diagonal Slash, Spinning Backhand Slash.
* L,L,L: Diagonal Slash, Spinning Backhand Slash, Forward Stab.
* L,L,L,L: Diagonal Slash, Spinning Backhand Slash, Forward Stab, Spinning Backhand Slash.

Raikoh's heavy combos have less windup than before, making them much more reliable for launching demons.
* H: Heavy Spinning Slash.
* L,H: Diagonal Slash, Spinning Shove.
* L,L,H: Diagonal Slash, Spinning Backhand Slash, Heavy Diagonal Slash.
* L,L,L,H: Diagonal Slash, Spinning Backhand Slash, Forward Stab, Double Spinning Slash.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, making it one of the most useful combos against enemies or bosses weak to a certain House of magic.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Slash, Lvl. 1 Spell.
* L,L,M: Diagonal Slash, Spinning Backhand Slash, Lvl. 1 Spell.
* L,L,L,M: Diagonal Slash, Spinning Backhand Slash, Forward Stab, Lvl. 3 Spell.

Mostly used to gain height into the air, the heavy version can still launch enemies.
* D,L: Rising Slash.
* D,H: Heavy Upward Stab.

* L: Diagonal Slash.
* L,L: Diagonal Slash, Forward Stab.
* L,L,L: Diagonal Slash, Forward Stab, Spinning Backhand Slash.
* L,L,L,L: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Overhead Slash.

Raikoh's heavy air combos are also the same as they were in the first game.
* H: Downward Slam.
* L,H: Diagonal Slash, Heavy Diagonal Slash.
* L,L,H: Diagonal Slash, Forward Stab, Spinning Shove.
* L,L,L,H: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Double Spinning Slash.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Slash, Lvl. 1 Spell.
* L,L,M: Diagonal Slash, Forward Stab, Lvl. 1 Spell.
* L,L,L,M: Diagonal Slash, Forward Stab, Spinning Backhand Slash, Lvl. 3 Spell.

Exactly the same as the ground versions, which is consistent with most characters.
* D,L: Rising Slash.
* D,H: Heavy Upward Stab.

* The Moonlight Sword has a unique heavy attack on the ground that shoots a moonlight wave with the swing, this wave does absurd damage, slaying nearly all enemies/bosses in one hit.

### Kintoki

Kintoki plays quite differently to the others, trading a lot of mobility and magic aptitude for raw melee power. His light attacks act like heavy attacks and are able to break hard structures and launch enemies. His heavy attacks are replaced with grabs that let him more precisely throw enemies. He can not double jump, and is limited to Lvl. 1 Magic Talismans until 2nd play.

* L: Heavy Horizontal Chop.
* L,L: Heavy Horizontal Chop, Spinning Chop.
* L,L,L: Heavy Horizontal Chop, Spinning Chop, Massive Diagonal Chop.

On the ground the heavy attack button can only be used for grabs, which are only useful in specific circumstances.
* H: Grab.
* Hold H: Grab and drain MP.
* H, L: Grab and lob enemy.
* H, H: Grab and throw enemy straight.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, making it one of the most useful combos against enemies or bosses weak to a certain House of magic. Kintoki actually has a shorter magic combo than most of the other characters, but lacks the magic power for it to be useful.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Heavy Horizontal Chop, Lvl. 1 Spell.
* L,L,M: Heavy Horizontal Chop, Spinning Chop, Lvl. 3 Spell.

The light dash attack is one of the only ways for Kintoki to gain height into the air, the heavy heavy dash is just his grab and leads into the same actions.
* D,L: Rising Chop.
* D,H: Grab.

* L: Heavy Horizontal Chop.
* L,L: Heavy Horizontal Chop, Spinning Chop.
* L,L,L: Heavy Horizontal Chop, Spinning Chop, Massive Diagonal Chop.

Kintoki can preform the downward slam attack as alternates to his second and third combo in the air.
* H: Grab.
* Hold H: Grab and drain MP.
* H, L: Grab and lob enemy.
* H, H: Grab and throw enemy straight.
* L,H: Heavy Horizontal Chop, Downward Slam.
* L,L,H: Heavy Horizontal Chop, Spinning Chop, Downward Slam.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Heavy Horizontal Chop, Lvl. 1 Spell.
* L,L,M: Heavy Horizontal Chop, Spinning Chop, Lvl. 3 Spell.

Exactly the same as the ground versions, which is consistent with most characters.
* D,L: Rising Chop.
* D,H: Grab.

### Tsuna

Tsuna plays somewhat like Raikoh, but uses an enhanced version of the staff move-set instead of sword, and has a unique shock-wave effect on some of his heavy combos. He can double jump, and can only use Lvl. 1/2 Magic Talismans until 2nd play.

* L: Upward Slash.
* L,L: Upward Slash, Diagonal Slash.
* L,L,L: Upward Slash, Diagonal Slash, Horizontal Sweep.
* L,L,L,L: Upward Slash, Diagonal Slash, Horizontal Sweep, Spinning Diagonal Slash.

Tsuna can split his weapon in two for some very fancy heavy combos, the third and forth of which create shock-waves that cause knock-back in a wide area around him. The windup for some of these is long though, so be careful when using them.
* H: Double Spinning Slash.
* L,H: Upward Slash, Heavy Spinning Slash.
* L,L,H: Upward Slash, Diagonal Slash, Shockwave Slash.
* L,L,L,H: Upward Slash, Diagonal Slash, Horizontal Sweep, Spinning Shockwave Slash.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, making it one of the most useful combos against enemies or bosses weak to a certain House of magic.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Upward Slash, Lvl. 1 Spell.
* L,L,M: Upward Slash, Diagonal Slash, Lvl. 1 Spell.
* L,L,L,M: Upward Slash, Diagonal Slash, Horizontal Sweep, Lvl. 3 Spell.

The light attack is mostly used to gain height into the air, the heavy version is a vicious stab with Tsuna's arm blade that launches enemies and stays grounded.
* D,L: Rising Slash.
* D,H: Lunging Stab.

* L: Upward Slash.
* L,L: Upward Slash, Diagonal Slash.
* L,L,L: Upward Slash, Diagonal Slash, Horizontal Sweep.
* L,L,L,L: Upward Slash, Diagonal Slash, Horizontal Sweep, Spinning Diagonal Slash.

Just like the staves from the first game, Tsuna's downward slam is his third heavy combo attack, though his version creates a shock-wave on impact.
* H: Double Spinning Slash.
* L,H: Upward Slash, Heavy Spinning Slash.
* L,L,H: Upward Slash, Diagonal Slash, Downward Shockwave Slam.
* L,L,L,H: Upward Slash, Diagonal Slash, Horizontal Sweep, Spinning Shockwave Slash.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Upward Slash, Lvl. 1 Spell.
* L,L,M: Upward Slash, Diagonal Slash, Lvl. 1 Spell.
* L,L,L,M: Upward Slash, Diagonal Slash, Horizontal Sweep, Lvl. 3 Spell.

Exactly the same as the ground versions, which is consistent with most characters.
* D,L: Rising Slash.
* D,H: Lunging Stab.

### Sadamitsu

Sadamitsu is the fastest and most mobile character, but has low durability in turn. She can double jump, reset her double jumps by attacking in the air, and can only use Lvl. 1/2 Magic Talismans until 2nd play.

* L: Diagonal Slash.
* L,L: Diagonal Slash, Horizontal Slash.
* L,L,L: Diagonal Slash, Horizontal Slash, Trick Slice.
* L,L,L,L: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash.
* L,L,L,L,L: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash.
* L,L,L,L,L,L: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash.
* L,L,L,L,L,L,L: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Trick Slice.
* L,L,L,L,L,L,L,L: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash.
* L,L,L,L,L,L,L,L,L: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Trick Slash.

Sadamitsu also has more heavy combos than normal, though they repeat after the fifth attack. Her forth/eighth combo can freeze enemies, making them reliable for locking down a tough foe.
* H: Horizontal Trick Slash.
* L,H: Diagonal Slash, Spinning Trick Slash.
* L,L,H: Diagonal Slash, Horizontal Slash, Scythe Throw.
* L,L,L,H: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash/Ice Crow.
* L,L,L,L,H: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Rising Strike.
* L,L,L,L,L,H: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Spinning Trick Slash.
* L,L,L,L,L,L,H: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Scythe Throw.
* L,L,L,L,L,L,L,H: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash/Ice Crow.
* L,L,L,L,L,L,L,L,H: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Rising Strike.

The fifth/ninth attacks both activate the full magic combo.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Diagonal Slash, Lvl. 1 Spell.
* L,L,M: Diagonal Slash, Horizontal Slash, Lvl. 1 Spell.
* L,L,L,M: Diagonal Slash, Horizontal Slash, Trick Slice, Lvl. 1 Spell.
* L,L,L,L,M: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Lvl. 3 Spell.
* L,L,L,L,L,M: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Lvl. 1 Spell.
* L,L,L,L,L,L,M: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Lvl. 1 Spell.
* L,L,L,L,L,L,L,M: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Trick Slice, Lvl. 1 Spell.
* L,L,L,L,L,L,L,L,M: Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Slash, Horizontal Slash, Trick Slice, Spinning Slash, Lvl. 3 Spell.

The light attack is mostly used to gain height into the air, the heavy attack stays grounded.
* D,L: Rising Strike.
* D,H: Heavy Horizontal Slash.

* L: Overhead Slash.
* L,L: Overhead Slash, Horizontal Slash.
* L,L,L: Overhead Slash, Horizontal Slash, Trick Slice.
* L,L,L,L: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash.
* L,L,L,L,L: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash.
* L,L,L,L,L,L: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash.
* L,L,L,L,L,L,L: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Trick Slice.
* L,L,L,L,L,L,L,L: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash.
* L,L,L,L,L,L,L,L,L: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Diagonal Trick Slash.

Mostly the same as her heavy ground combos.
* H: Downward Slam.
* L,H: Overhead Slash, Spinning Trick Slash.
* L,L,H: Overhead Slash, Horizontal Slash, Scythe Throw.
* L,L,L,H: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash/Ice Crow.
* L,L,L,L,H: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Rising Strike.
* L,L,L,L,L,H: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Spinning Trick Slash.
* L,L,L,L,L,L,H: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Scythe Throw.
* L,L,L,L,L,L,L,H: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash/Ice Crow.
* L,L,L,L,L,L,L,L,H: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Rising Strike.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Overhead Slash, Lvl. 1 Spell.
* L,L,M: Overhead Slash, Horizontal Slash, Lvl. 1 Spell.
* L,L,L,M: Overhead Slash, Horizontal Slash, Trick Slice, Lvl. 1 Spell.
* L,L,L,L,M: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Lvl. 3 Spell.
* L,L,L,L,L,M: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Lvl. 1 Spell.
* L,L,L,L,L,L,M: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Lvl. 1 Spell.
* L,L,L,L,L,L,L,M: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Trick Slice, Lvl. 1 Spell.
* L,L,L,L,L,L,L,L,M: Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Overhead Slash, Horizontal Slash, Trick Slice, Spinning Slash, Lvl. 3 Spell.

Exactly the same as the ground versions, which is consistent with most characters.
* D,L: Rising Strike.
* D,H: Heavy Horizontal Slash.

### Suetake

Suetake plays very differently than the others, his melee attacks are basic but have good range, while his main strength is magic spells. He is the only character that can move while charging a spell, even being able to jump and dash too. Making charged magic spells much easier to use. He can jump infinitely, and can use Lvl. 1/2/3 Magic Talismans until 2nd play.

* L: Wide Strike.
* L,L: Wide Strike x2.
* L,L,L: Wide Strike x3.
* L,L,L,L: Wide Strike x4.

Suetake's heavy combo attack is the same regardless of which one you do, he launches the spokes from his Chaos Wheel forward, covering a huge area in front of him and launching enemies easily.
* H: Spoke Storm.
* L,H: Wide Strike, Spoke Storm.
* L,L,H: Wide Strike x2, Spoke Storm.
* L,L,L,H: Wide Strike x3, Spoke Storm.

The full magic combo lets you skip the charge up for using a Lvl. 3 spell, though in Suetake's case you can also charge up safely away from enemies before moving into range to release the spell.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Wide Strike, Lvl. 1 Spell.
* L,L,M: Wide Strike x2, Lvl. 1 Spell.
* L,L,L,M: Wide Strike x3, Lvl. 3 Spell.

Neither attack will raise you into the air.
* D,L: Uppercut Strike.
* D,H: Forward Strike.

* L: Wide Strike.
* L,L: Wide Strike x2.
* L,L,L: Wide Strike x3.
* L,L,L,L: Wide Strike x4.

Exactly the same as the ground versions,
* H: Spoke Storm.
* L,H: Wide Strike, Spoke Storm.
* L,L,H: Wide Strike x2, Spoke Storm.
* L,L,L,H: Wide Strike x3, Spoke Storm.

The same as on the ground, except that charging a spell makes you float down much slower than normal, which is less impactful on Suetake since he can move freely while charging his spells.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Wide Strike, Lvl. 1 Spell.
* L,L,M: Wide Strike x2, Lvl. 1 Spell.
* L,L,L,M: Wide Strike x3, Lvl. 3 Spell.

Exactly the same as the ground versions.
* D,L: Uppercut Strike.
* D,H: Forward Strike.

### Seimei

Seimei has a very limited move-set focused on magic spells. She can double jump, reset her double jumps by attacking in the air, and can use Lvl. 1/2/4 Magic Talismans until 2nd play.

* L: Fan Strike.
* L,L: Fan Strike x2.

Seimei mostly has grabs for her heavy attacks, with only the second combo being a normal heavy strike.
* H: Grab.
* Hold H: Grab and drain MP.
* H, L: Grab and lob enemy.
* H, H: Grab and throw enemy straight.
* L,H: Fan Strike, Heavy Spinning Strike.
* L,L,H: Fan Strike x2, Grab and Slam.

Seimei can double tap her full magic combo, launching two full powered spells in quick succession. This is one of the most powerful attacks in the game, especially against enemies weak to your current spell, but can drain MP quickly.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Fan Strike, Lvl. 1 Spell.
* L,L,M: Fan Strike x2, Lvl. 3 Spell.
* L,L,M,M: Fan Strike x2, Lvl. 3 Spell x2.

The light attack goes into the air, but the heavy is a normal grab.
* D,L: Rising Strike.
* D,H: Grab.

* L: Fan Strike.
* L,L: Fan Strike x2.

The second combo attack becomes the downward slam, but is otherwise the same.
* H: Grab.
* Hold H: Grab and drain MP.
* H, L: Grab and lob enemy.
* H, H: Grab and throw enemy straight.
* L,H: Fan Strike, Downward Slam.
* L,L,H: Fan Strike x2, Grab and Slam.

The same as on the ground, except that charging a spell makes you float down much slower than normal.
* M: Lvl. 1 Spell.
* Hold M: Charge Spell up to Lvl. 2 or 3.
* L,M: Fan Strike, Lvl. 1 Spell.
* L,L,M: Fan Strike x2, Lvl. 3 Spell.
* L,L,M,M: Fan Strike x2, Lvl. 3 Spell x2.

Exactly the same as the ground versions, which is consistent with most characters.
* D,L: Rising Strike.
* D,H: Grab.