ABOUT THIS GUIDE
This will (hopefully) become an extensive guide detailing the formation and use of certain combinations of attacks in Mabinogi. I would also love to see this become a group effort, as I certainly can't cover all the different aspects of combat available. As for now, I'm going to start with a few skills and tactics pertaining to the areas of combat I'm familiar with, namely magic and melee. The next segments regarding specific skills will hopefully be the most convenient format for everyone. All combinations mentioned leave it impossible for a single enemy to escape unless otherwise mentioned, or if the enemy has advanced heavy stander.
~Assault Slash~
Assault Slash is an interesting skill in quite a few respects, but the important one which pertains to this guide is its unique ability to have two distinct results after its use. The first result, and the most familiar to most players is a second knockback. This happens when the opponent recovers between the time Assault Slash is initiated and when the hit is performed. The following skills work very well following this situation:
Bolt Magic
Bolt Fusion
Ice Spear
Defense
Counterattack
The second result is that the enemy will 'bounce' up, and remain right in front of the player yet unable to move or attack for a brief time. This occurs when Assault Slash's impact happens while the enemy is still down. Doing this requires precise timing as you must use the skill immediately as the enemy lands, or, use an attack or weapon which leaves the opponent downed for longer (an easy method is to windmill while using a weapon with a slow attack speed). Skills useable after this situation include:
Blaze
Defense
Bolt Magic
~Icebolt + Lightning Bolt~
These two skills operate so similarly in terms of a single-charge use in combos that I'm grouping them together for convenience. These skills can be spammed repeatedly, provided the enemy doesn't have mana deflector or advanced heavy stander. The following skills can follow a bolt stun nicely:
Counterattack
Bolt Magic
Ice Spear
Normal Attack
Defense
~Defense~
Defense is an interesting case, as nearly it's entire use is dedicated to being followed by a normal attack. Interestingly, this skill can be spammed, not that that's in any way useful though... I rarely use this skill myself, but I think most players will agree that you should always follow a successful defense with a normal attack.
~Normal Attack/N+__~
This... non-skill is useful to more than just bots and defense-users, as it will always intercept a smash. Should an enemy flash of skill use and start running at you (indicating smash) this is the attack of choice. Be warned though, that certain enemies will cancel their smash right before reaching you, most notably, bears. Like assault slash, there are two distinct ways to use this attack. The first is to keep attacking until the enemy has been pushed back. The following skills work well following this pushback:
Bolt Magic
Defense
Counterattack
Ice Spear
The second method of using this attack is called the N+_. N+_ is simply a shortening of the phrase 'half normal attack, and __' with the blank being filled by any of the skills listed below. To preform this, begin your normal attack, and after a certain number of hits (before the enemy has been pushed back) begin loading another skill. The amount of hits allowed differs depending on the weapon, weapon speed, and if you're dual wielding. The following skills can be used during the stun time of N+, and keep in mind that they become easier when using slow speed weapons, as the stun time is longer:
Defense
Blaze
Normal Attack (This is referred to as N+1, and results in an extra hit in your normal attack combo)
~Blaze~
Blaze, I'll be honest, is quite the pain to set up in combos. I'll detail the few methods I've found to do so, as well as the skills which can follow it. Here are skills which precede blaze well:
N+
Windmill (the opponent must be in melee range and have defense loaded. Blaze may be charged during the spinning animation, but can only be used after the animation would have finished. Releasing blaze too early will cancel it, and the mana and stamina used for the charge will be lost. Fortunately, blaze's cooldown will not activate)
Ice Spear (simply freeze the enemy at close range, then run to where they will land and begin charging. This is the only way I have found to achieve a fully charged blaze on an enemy who has aggro'd you)
Now that you've used it, it's time to keep your combo going. Keep in mind, you will be unable to move or load any skills until the enemy has exploded. These skills can be loaded before the enemy can run back to you:
Defense
~SPECIAL CASES~
~Windmill~
~Windmill~
Yes, Windmill. The most over-discussed of Mabinogi's skills is about to be discussed yet again. I'll try to keep this brief. Windmill can be used after any attack, and can be spammed. Should you run into a situation where you're unsure of what to do, windmill is a safe route. It also gives you quite a long period of invincibility, allowing you to survive powerful attacks like thunder or fireball. The drawback to this skill is that there aren't many ways to get out of the windmill spam cycle. Here are the ways I have found:
Assault Slash
Defense
Thunder
Blaze (see the Blaze skill description for details)
~Ice Spear~
Why is Ice Spear a special skill? Well, because combo wise, it can be followed by any skill at all, including itself. The drawback to this skill is that during a battle, it can be a difficult attack to set up. Here are the ways I have found to prepare an ice spear:
Ice Spear
Bolt Magic
Counterattack
Assault Slash (must be the first method, where the enemy is pushed back)
CONCLUSION
That concludes the guide for now, and I hope it was useful to you. If there is enough positive response to this, I may add to it. If not, I'll probably remove it. Thanks for reading.