Skill chaining is a special effect that causes fluid movement between two skills. A notable example of this is Mercedes' Charge Drive -> Rolling Moonsault -> Gust Drive -> Lightning Edge, and Phantom's Brise Carte -> Phantom Charge -> Twilight. There is a set timing window in where the next skill can be activated to be chained. If this window is missed, there is generally a significantly longer delay in using the next skill. The skill being chained generally requires activation during the current skill, not after, and thus activates immediately. This separates it from just consecutive spamming of two different skills. Along with this, most skill chains have a special property called "skipActionFrame".
In the data, "skipActionFrame x" designates that when this specific skill successfully chains to another, frame "x" and afterwards are skipped, reducing the delay of the skill. i.e. the skill ends sooner than it normally would, making it faster. Some skills also have a specialActiomFrame/delay, but I do not believe this actually affects the attack speed, as Mercedes' skills have them and I have not noticed any variation.
Technical Information
As an example:
Hayato's Sanrenzan, first slash has
Here, you can see the first line designates the specific skill you are chaining to, Sanrenzan's second attack. There is also a designation for skipActionFrame = 4, as well as a skillPlus, which designates another skill that can be chained, in this case Renjinzan's first attack.Code:skill/41001000/addAttack/skill 41001004
skill/41001000/addAttack/type 0
skill/41001000/addAttack/reqCount 1
skill/41001000/addAttack/pattern 154
skill/41001000/addAttack/skipActionFrame 4
skill/41001000/addAttack/patternType 1
skill/41001000/addAttack/skillPlus/0 41001002
skill/41001000/addAttack/patternPlus/0/pattern 155
skill/41001000/addAttack/patternPlus/0/skill 41001002
If we look at the delay data, we see this:
The delay data designates the character position, movement, and delay involved with a specific skill. More than just some number of milliseconds of attacking, it includes each individual "frame" involved, that is a specific time spent doing some part of the attack. The "delay" information may appear as a negative, and we have not discovered the significance in this, but it should be treated as a positive when adding. In this example, the skipActionFrame = 4, so when chaining to the second slash of Sanrenzan, Frame number 4 is skipped (and should there be any other frames afterwards, they are skipped too), reducing the delay by 60ms, cutting out the last portion of the skill.Code:kenjiSwing1/0/action swingO1
kenjiSwing1/0/frame 0
kenjiSwing1/0/delay -30
kenjiSwing1/1/action swingO3
kenjiSwing1/1/frame 1
kenjiSwing1/1/delay -90
kenjiSwing1/1/move/x 4
kenjiSwing1/1/move/y 0
kenjiSwing1/2/action swingO1
kenjiSwing1/2/frame 2
kenjiSwing1/2/delay 120
kenjiSwing1/3/action swingO3
kenjiSwing1/3/frame 0
kenjiSwing1/3/delay 60
kenjiSwing1/3/move/x -21
kenjiSwing1/3/move/y 0
kenjiSwing1/4/action swingO3
kenjiSwing1/4/frame 0
kenjiSwing1/4/delay 60
kenjiSwing1/4/move/x -21
kenjiSwing1/4/move/y 0
In summary, most chained skills will reduce the delay, making the skills execute faster than if they were to be used on their own.
This information does not account for possible spam delays and terrain effects or character positions that would otherwise prevent their use. i.e. I do not know if there are any restrictions that can occur that prevent these chains from being executed. This is merely what is presented in the data.
Hayato:
Of Hayato's skills, only the first job skills have prerequisites for activation; that is, you are required to use [Sanrenzan] and [Renjinzan]'s first hit before the second, etc, but no other skills require anything to activate. Any different instances of [Sanrenzan]'s icon is purely stylistic. Any level of the skill itself is interchangeable.
First Job
http://i.imgur.com/RqtZC.pnghttp://i.imgur.com/Oa1lZ.pnghttp://i.imgur.com/uPON2.pnghttp://i.imgur.com/hoxPp.png
Sanrenzan - Shi'tsu
Delays: 360ms, 330ms, 420ms
Chain
http://i.imgur.com/RqtZC.png > http://i.imgur.com/RqtZC.png > http://i.imgur.com/RqtZC.png > http://i.imgur.com/o7rS8.png [Sanrenzan] > [Sanrenzan] > [Sanrenzan] > [Renjinzan] 300ms > 270ms > 420ms > 360ms
[Sanrenzan] chains its first two slashes, reducing the delay to 300ms/270ms/420ms. Any attack of [Sanrenzan] chains to [Renjinzan], but does not provide any delay reduction.
http://i.imgur.com/o7rS8.png
Renjinzan
Delays: 360ms, 390ms, 390ms, 420ms
Chain
http://i.imgur.com/o7rS8.png > http://i.imgur.com/o7rS8.png > http://i.imgur.com/o7rS8.png > http://i.imgur.com/o7rS8.png > http://i.imgur.com/RqtZC.png [Renjinzan] > [Renjinzan] > [Renjinzan] > [Renjinzan] > [Sanrenzan] 360ms > 390ms > 390ms > 420ms > 360ms
[Renjinzan] chains to its four consecutive uses, but does not reduce delay. Any attack of [Renjinzan] can chain back to the first attack of [Sanrenzan], but does not provide any delay reduction.
Each [Renjinzan] is explicitly a different attack in the data, and use different delays, though the second and third have the same delay time, and they all do the same damage.
There is a variable that implies a 1000ms (1 second) delay if you attempt to reuse [Renjinzan] after the 4th attack.
Possible Chains:
http://i.imgur.com/RqtZC.png > http://i.imgur.com/RqtZC.png > http://i.imgur.com/RqtZC.png > http://i.imgur.com/o7rS8.png > http://i.imgur.com/o7rS8.png > http://i.imgur.com/o7rS8.png > http://i.imgur.com/o7rS8.png > http://i.imgur.com/RqtZC.png ... 300ms > 270ms > 420ms > 360ms > 390ms > 390ms > 420ms > 300ms ...
Second Job
http://i.imgur.com/TIOmA.png
Shouryuusen
Delays: 810ms
Chain
http://i.imgur.com/TIOmA.png > http://i.imgur.com/Ar4sL.png [Shouryuusen] > [Dankuusen] 450ms > 810ms http://i.imgur.com/TIOmA.png > http://i.imgur.com/FYBOG.png [Shouryuusen] > [Senpuuzan] 450ms > 1110ms
[Shouryuusen] chains to [Dankuusen] and [Senpuuzan]. [Shouryuusen]'s delay is reduced from 810ms to 450ms. [Dankuusen] gains 100% Critical Hit Rate in this case, and [Senpuuzan] does +100% Damage, additive, i.e. 480% instead of 380%.
In the data and skill tables, you should note there are tables for [Dankuusen (2)] and [Senpuuzan (2)]. These are the skills that are being chained to from [Shouryuusen], and the data uses these skills to determine the special effects listed above.
http://i.imgur.com/Ar4sL.png
Dankuusen
Delays: 810ms
Chain
http://i.imgur.com/Ar4sL.png > http://i.imgur.com/Oa1lZ.png [Dankuusen] > [Sanrenzan] 630ms > 360ms http://i.imgur.com/Ar4sL.png > http://i.imgur.com/o7rS8.png [Dankuusen] > [Renjinzan] 630ms > 360ms http://i.imgur.com/Ar4sL.png > http://i.imgur.com/TIOmA.png [Dankuusen] > [Shouryuusen] 630ms > 810ms http://i.imgur.com/Ar4sL.png > http://i.imgur.com/sIE1s.png [Dankuusen] > [Hikarasu] 630ms > 960ms http://i.imgur.com/Ar4sL.png > http://i.imgur.com/FYBOG.png [Dankuusen] > [Senpuuzan] 630ms > 1110ms http://i.imgur.com/Ar4sL.png > http://i.imgur.com/K8hVQ.png [Dankuusen] > [Yousousen] 630ms > 1260ms http://i.imgur.com/Ar4sL.png > http://i.imgur.com/i7maj.png [Dankuusen] > [Issen] 630ms > 1800ms
[Dankuusen] and [Dankuusen (2)] chain to [Shouryuusen], [Renjinzan], [Hikarasu], [Senpuuzan], [Yousousen], [Issen], and [Sanrenzan]. The delay is reduced from 810ms to 630ms.
http://i.imgur.com/10wdh.png
Hien
Delays: 690ms
Chain
http://i.imgur.com/10wdh.png > http://i.imgur.com/Oa1lZ.png [Hien] > [Sanrenzan] 600ms > 360ms http://i.imgur.com/10wdh.png > http://i.imgur.com/Ar4sL.png [Hien] > [Dankuusen] 600ms > 810ms http://i.imgur.com/10wdh.png > http://i.imgur.com/FYBOG.png [Hien] > [Senpuuzan] 600ms > 1110ms http://i.imgur.com/10wdh.png > http://i.imgur.com/sIE1s.png [Hien] > [Hikarasu] 600ms > 960ms http://i.imgur.com/10wdh.png > http://i.imgur.com/K8hVQ.png [Hien] > [Yousousen] 600ms > 1260ms http://i.imgur.com/10wdh.png > http://i.imgur.com/05ADV.png [Hien] > [Shinsokumusou] 600ms > 930ms
[Hien] chains to [Dankuusen], [Senpuuzan], [Yousousen], [Shinsokumusou], [Hikarasu], and [Sanrenzan]. The delay is reduced from 690ms to 600ms.
Possible Chains
This table depicts all the possible chains in 2nd job. A chain can begin at any skill. No skill chains back to [Hien].
Third Job
http://i.imgur.com/FYBOG.png
Senpuuzan
Delays: 1110ms
Chain
http://i.imgur.com/FYBOG.png > http://i.imgur.com/o7rS8.png [Senpuuzan] > [Renjinzan] 810ms > 360ms http://i.imgur.com/FYBOG.png > http://i.imgur.com/Ar4sL.png [Senpuuzan] > [Dankuusen] 810ms > 630ms http://i.imgur.com/FYBOG.png > http://i.imgur.com/TIOmA.png [Senpuuzan] > [Shouryuusen] 810ms > 810ms http://i.imgur.com/FYBOG.png > http://i.imgur.com/sIE1s.png [Senpuuzan] > [Hikarasu] 810ms > 960ms http://i.imgur.com/FYBOG.png > http://i.imgur.com/K8hVQ.png [Senpuuzan] > [Yousousen] 810ms > 1260ms http://i.imgur.com/FYBOG.png > http://i.imgur.com/i7maj.png [Senpuuzan] > [Issen] 810ms > 1800ms
[Senpuuzan] chains to [Shouryuusen], [Hikarasu], [Dankuusen], [Yousousen], [Renjinzan], and [Issen]. The delay is reduced from 1110ms to 810ms.
[Senpuuzan (2)], i.e. using [Senpuuzan] FROM [Shouryuusen] chains to [Shouryuusen], [Hikarasu], [Dankuusen], and [Yousousen]. The delay is reduced from 1110ms to 810ms.
This is in other words identical to [Senpuuzan] except it cannot be chained to [Renjinzan] and [Issen].
http://i.imgur.com/sIE1s.png
Hikarasu
Delays: 960ms
Chain
http://i.imgur.com/sIE1s.png > http://i.imgur.com/o7rS8.png [Senpuuzan] > [Renjinzan] 780ms > 360ms http://i.imgur.com/sIE1s.png > http://i.imgur.com/Ar4sL.png [Senpuuzan] > [Dankuusen] 780ms > 630ms http://i.imgur.com/sIE1s.png > http://i.imgur.com/TIOmA.png [Senpuuzan] > [Shouryuusen] 780ms > 810ms http://i.imgur.com/sIE1s.png > http://i.imgur.com/05ADV.png [Senpuuzan] > [Shinsokumusou] 780ms > 930ms http://i.imgur.com/sIE1s.png > http://i.imgur.com/i7maj.png [Senpuuzan] > [Issen] 780ms > 1800ms
[Hikarasu] chains to [Dankuusen], [Shouryuusen], [Senpuuzan], [Renjinzan], [Shinsokumusou], and [Issen]. The delay is reduced from 960ms to 780ms.
Example Chains
This table depicts a variety of new possible chain combinations available in 3rd job. Again, no skill chains back to [Hien].
4th Job
http://i.imgur.com/K8hVQ.png
Yousousen
Delays: 1260ms
Chain
http://i.imgur.com/K8hVQ.png > http://i.imgur.com/hoxPp.png [Yousousen] > [Sanrenzan] 360ms > 360ms http://i.imgur.com/K8hVQ.png > http://i.imgur.com/TIOmA.png [Yousousen] > [Shouryuusen] 360ms > 810ms http://i.imgur.com/K8hVQ.png > http://i.imgur.com/Ar4sL.png [Yousousen] > [Dankuusen] 360ms > 810ms http://i.imgur.com/K8hVQ.png > http://i.imgur.com/FYBOG.png [Yousousen] > [Senpuuzan] 360ms > 1110ms http://i.imgur.com/K8hVQ.png > http://i.imgur.com/05ADV.png [Yousousen] > [Shinsokumusou/ 360ms > 930ms
[Yousousen] chains to [Shouryuusen], [Dankuusen], [Senpuuzan], and [Shinsokumusou]. The delay is reduced from 1260ms to 360ms.
http://i.imgur.com/i7maj.png
Issen
Delays: 1800ms
Chain
http://i.imgur.com/i7maj.png > http://i.imgur.com/Ar4sL.png [Issen] > [Dankuusen] 1080ms > 810ms http://i.imgur.com/i7maj.png > http://i.imgur.com/FYBOG.png [Issen] > [Senpuuzan] 1080ms > 1110ms
[Issen] chains to [Dankuusen] and [Senpuuzan]. The delay is reduced from 1800ms to 1080ms.
Example Chains
http://i.imgur.com/10wdh.png > http://i.imgur.com/05ADV.png - [Hien] > [Shinsokumusou] - 600ms > 930ms - http://i.imgur.com/FYBOG.png > http://i.imgur.com/05ADV.png - [Senpuuzan] > [Shinsokumusou] - 810ms > 930ms - http://i.imgur.com/Ar4sL.png > http://i.imgur.com/K8hVQ.png > [Dankuusen] > [Yousousen] > 630ms > 360ms > http://i.imgur.com/FYBOG.png > http://i.imgur.com/K8hVQ.png > [Senpuuzan] > [Yousousen] > 810ms > 360ms > http://i.imgur.com/Ar4sL.png > http://i.imgur.com/i7maj.png > [Dankuusen] > [Issen] > 630ms > 1080ms > http://i.imgur.com/sIE1s.png > http://i.imgur.com/i7maj.png > [Hikarasu] > [Issen] > 780ms > 1080ms > http://i.imgur.com/FYBOG.png > http://i.imgur.com/i7maj.png > [Senpuuzan] > [Issen] > 810ms > 1080ms >
This table depicts all the skills that chain to the 4th job skills. [Shinsokumusou] itself does not chain to any skill. Refer to an individual skill's table to see what it chains to.
Of note, [Shouryuusen]>[Senpuuzan]>[Issen] may be possible to execute but would not result in a chain as [Senpuuzan (2)] cannot chain to [Issen], and will be slower.
Mercedes:
Spoiler
http://i.imgur.com/Iy6SA.png
Rising Rush
Delays: 600ms + 300ms
http://i.imgur.com/Iy6SA.png > http://i.imgur.com/Iy6SA.png > http://i.imgur.com/hCGnY.png [Rising Rush] > [Rising Rush] > [Parting Shot] 600ms > 300ms > 600ms http://i.imgur.com/Iy6SA.png > http://i.imgur.com/Iy6SA.png > http://i.imgur.com/9alBR.png [Rising Rush] > [Rising Rush] > [Aerial Barrage] 600ms > 300ms > 870ms http://i.imgur.com/Iy6SA.png > http://i.imgur.com/Iy6SA.png > http://i.imgur.com/Jf1NF.png [Rising Rush] > [Rising Rush] > [Rolling Moonsault] 600ms > 300ms > 810ms
[Rising Rush] is divided into two attacks. The first involves the rushing portion where Mercedes travels across the ground. It automatically chains into the next part, where monsters are tossed into the air. At this point, you can chain it to finishers.
[Rolling Moonsault] itself does not [chain] to any attack, but merely leaves the character in midair with some degree of invincibility.
http://i.imgur.com/Sz9pJ.png
Gust Dive
Delays: 1080ms
http://i.imgur.com/Sz9pJ.png > http://i.imgur.com/Iy6SA.png [Gust Dive > [Rising Rush] 900ms > 600ms http://i.imgur.com/Sz9pJ.png > http://i.imgur.com/Ot15H.png [Gust Dive] > [Lightning Edge] 900ms > 1080ms
[Gust Dive] itself does not chain from anything, but it does chain to [Rising Rush] or [Lightning Edge].
http://i.imgur.com/Ot15H.png
Lightning Edge
http://i.imgur.com/Ot15H.png > http://i.imgur.com/Iy6SA.png [Lightning Edge] > [Rising Rush] 1080ms > 600ms
[Lightning Edge] itself does chain to [Rising Rush] but this does not affect the delay.
Phantom:
Spoiler
http://i.imgur.com/dKpYx.png
Carte Mille
Delays: 810ms
http://i.imgur.com/dKpYx.png > http://i.imgur.com/pnBYu.png [Carte Mille] > [Rapier Wit] 810ms > 810ms
Despite having a skipActionFrame variable, the frame it points to does not exist anymore, so the delay remains unchanged.
http://i.imgur.com/pnBYu.png
Rapier Wit
Delays: 810ms + 570ms
http://i.imgur.com/pnBYu.png > http://i.imgur.com/pnBYu.png [Rapier Wit] > [Rapier Wit] 810ms > 570ms http://i.imgur.com/pnBYu.png > http://i.imgur.com/MFsQu.png [Rapier Wit] > [Penombre] 420ms > 180ms
[Rapier Wit]'s second attack has a base delay of 570ms, and is reduced to 420ms when chaining to [Penombre].
http://i.imgur.com/MFsQu.png
Penombre
Delays:180ms + 990ms
http://i.imgur.com/MFsQu.png > http://i.imgur.com/MFsQu.png [Penombre] > [Penombre] 180ms > 990ms
[Penombre] has an automatic chain to itself's second part. [Penombre] used to have a chain to [Carte Mille], but this was removed later and [Penombre]'s base delay was reduced instead.
Buccaneer:
Spoiler
http://i.imgur.com/MiaMi.png
Corkscrew Blow
Delays: 810ms
http://i.imgur.com/MiaMi.png > http://i.imgur.com/drvgd.png [Corkscrew Blow] > [Double Spiral] 720ms > 900ms
http://i.imgur.com/drvgd.png
Double Spiral
Delays: 900ms
http://i.imgur.com/drvgd.png > http://i.imgur.com/MiaMi.png [Double Spiral] > [Corkscrew Blow] 690ms > 810ms
http://i.imgur.com/drvgd.png > http://i.imgur.com/MiaMi.png > http://i.imgur.com/drvgd.png ... [Double Spiral] > [Corkscrew Blow] > [Double Spiral] ... 690ms > 720ms > 690ms ...
Aran:
Spoiler
Swing
Delays: 540ms
http://i.imgur.com/YLY3f.png
Double Swing
Delays: 420ms
http://i.imgur.com/3cmkv.png
Triple Swing
Delays: 660ms
http://i.imgur.com/eGCn4.png
Final Charge
Delays: 1080ms
http://i.imgur.com/LI2e4.png
Final Toss
Delays: 420ms
http://i.imgur.com/h8Dnc.png
Final Blow
Delays: 810ms
http://i.imgur.com/h8Dnc.png > http://i.imgur.com/iHyWy.png > ... [Final Blow] > [Beyonder] > ... 720ms > 600ms > ...
http://i.imgur.com/iHyWy.png
Beyonder
Delays: 780ms, 600ms, 600ms
http://i.imgur.com/iHyWy.png > http://i.imgur.com/iHyWy.png > http://i.imgur.com/iHyWy.png > http://i.imgur.com/h8Dnc.png > http://i.imgur.com/iHyWy.png > ... [Beyonder] > [Beyonder] > [Beyonder] > [Final Blow] > [Beyonder] > ... 600ms > 480ms > 600ms > 720ms > 600ms > ...
Aran has a slightly less conventional style of skill chaining. Unlike all the post-Legends characters, Aran's original skills do not have the addAttack tags. Their chaining is hard-coded into the engine, I presume.
When [Swing] is not chained to [Double Swing], it has a spam delay of 1000ms, but when chained, its delay is reduced to 540ms.
[Double Swing], [Triple Swing], [Final Charge], and [Final Toss] have no delay reductions when chaining.
[Final Blow] gained the ability to chain to [Beyonder] with the release of Hyper Skills.
[Beyonder] itself chains to two more hits. The last hit does not reduce its delay when attacking, but it can be chained to [Final Blow].
After the 1.2.195 patch, Aran was given skipActionFrame s for Swing, Double Swing, and Triple Swing. Along with this, Swing's spam delay was removed, allowing you to spam it at a steady 540ms.
1st Job
2nd Job
> http://i.imgur.com/YLY3f.png > http://i.imgur.com/3cmkv.png [Swing] > [Double Swing] > [Triple Swing] 270ms > 330ms > 450ms
3rd Job
> http://i.imgur.com/YLY3f.png > http://i.imgur.com/3cmkv.png [Swing] > [Double Swing] > [Triple Swing] 270ms > 330ms > 450ms
4th Job
> http://i.imgur.com/YLY3f.png > http://i.imgur.com/3cmkv.png [Swing] > [Double Swing] > [Triple Swing] 270ms > 300ms > 570ms
Demon Slayer:
Spoiler
http://i.imgur.com/x7BOY.pnghttp://i.imgur.com/fx3I7.pnghttp://i.imgur.com/jVbWN.pnghttp://i.imgur.com/XMSw1.png
Demon Lash
Delays: 570ms, 570ms, 450ms, 510ms
http://i.imgur.com/XMSw1.png > http://i.imgur.com/XMSw1.png > http://i.imgur.com/XMSw1.png > http://i.imgur.com/XMSw1.png > ... [Demon Lash] > [Demon Lash] > [Demon Lash] > [Demon Lash] > ... 330ms > 330ms > 450ms > 510ms > ...
[Demon Lash] chains to itself. [Demon Explosion] technically chains to its second hit but I have excluded it because it is boring.
Kaiser:
Spoiler
http://i.imgur.com/BJ8Oe.png
Dragon Slash
Delays: 570ms, 570ms, 570ms
http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/BJ8Oe.png > ... [Dragon Slash] > [Dragon Slash] > [Dragon Slash] > ... 270ms > 270ms > 270ms > ... http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/BJ8Oe.png > [Dragon Slash] > [Dragon Slash] > [Dragon Slash] > 270ms > 270ms > 270ms > http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/7zTTN.png [Dragon Slash] > [Flame Shot] 270ms > 750ms http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/CqoCe.png > http://i.imgur.com/CqoCe.png [Dragon Slash] > [Sword Strike] > [Sword Strike] 270ms > 660ms > 300ms http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/IpQOd.png [Dragon Slash] > [Blue Streak] 270ms > 810ms http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/lUTal.png [Dragon Slash] > [Dragon Slash] > [Impact Wave] 270ms > 270ms > 630ms http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/BJ8Oe.png > http://i.imgur.com/TpabJ.png [Dragon Slash] > [Dragon Slash] > [Wingbeat] 270ms > 270ms > 720ms
[Dragon Slash] can chain to itself. Transfigured is a different skill that uses the 570ms delay without chaining.
[Sword Strike] automatically chains to itself as it has two parts to its skill.
Angelic Buster:
Spoiler
http://i.imgur.com/ClI53.png
Trinity
Delays: 660ms, 720ms, 480ms
http://i.imgur.com/ClI53.png > http://i.imgur.com/ClI53.png > http://i.imgur.com/ClI53.png [Trinity] > [Trinity] > [Trinity] 480ms > 450ms > 480ms
[Trinity] chains to two more hits. When chaining, its delay is reduced for the first two hits. The last hit does not chain to anything.
[Trinity] does not recharge until you stop chaining or reach the last hit. Each hit adds a stack.
Thunder Breaker:
Spoiler
http://i.imgur.com/56052Hb.png
Shark Tooth
Delay: 720ms
Chains to: Flash, Shark Kick, Wave, Ascend, Gale, Annihilate, Thunderclap, Typhoon
Skip Action Frame: 4
Chained Delay: 360ms
http://i.imgur.com/VIySKWB.png
Flash
Delay: 900ms
Chains to: Shark Tooth, Shark Kick, Wave, Ascend, Gale, Annihilate, Thunderclap, Typhoon
Skip Action Frame: 3
Chained Delay: 360ms
http://i.imgur.com/jQYQNBt.png
Shark Kick
Delay: 900ms
Chains to: Shark Tooth, Flash, Wave, Ascend, Gale, Annihilate, Thunderclap, Typhoon
Skip Action Frame: 5
Chained Delay: 450ms
http://i.imgur.com/9mLepyM.png
Wave
Delay: 930ms
Chains to: Shark Tooth, Flash, Shark Kick, Ascend, Gale, Annihilate, Thunderclap, Typhoon
Skip Action Frame: 2
Chained Delay: 570ms
http://i.imgur.com/miavS1h.png
Ascend
Delay: 900ms
Chains to: Thunder
Skip Action Frame: 4
Chained Delay: 360ms
http://i.imgur.com/gY0WgQP.png
Thunder
Delay: 540ms
Chains to: Shark Tooth, Flash, Wave, Shark Kick, Ascend, Gale, Annihilate, Thunderclap, Typhoon
Skip Action Frame: 6
Chained Delay: 360ms
http://i.imgur.com/39tpmzK.png
Gale
Delay: 1170ms
Chains to: Shark Tooth, Flash, Wave, Shark Kick, Ascend, Annihilate, Thunderclap
Skip Action Frame: 10
Chained Delay: 810ms
http://i.imgur.com/YLUP8DU.png
Annihilate
Delay: 1170ms
Chains to: Shark Tooth, Flash, Wave, Shark Kick, Ascend, Gale, Thunderclap, Typhoon
Skip Action Frame: 4
Chained Delay: 630ms
http://i.imgur.com/DWVEmw0.png
Thunderclap
Delay: 1350ms
Chains to: Shark Tooth, Flash, Wave, Shark Kick, Ascend, Gale, Annihilate, Typhoon
Skip Action Frame: 6
Chained Delay: 810ms
http://i.imgur.com/BnNtQ19.png
Typhoon
Delay: 1200ms
Chains to: Shark Tooth, Flash, Wave, Shark Kick, Ascend, Annihilate, Thunderclap
Skip Action Frame: 7
Chained Delay: 540ms
Almost all of Thunder Breaker's skills can be linked to each other. I will not be printing large tables because it is redundant. The chaining aspect refers to Typhoon by the skillID 15121003, when its actual skillID is 15120003. I am unsure if this has an actual affect on things, as Typhoon is a passive upgrade to Gale, like how Triple Fire replaces Double Fire for Corsairs.
Dawn Warrior:
Spoiler
http://i.imgur.com/2nPjTRy.png
Dance of Moon (Air)
Delay: 630ms
Chains to: Dance of Moon
Skip Action Frame: 4
Chained Delay: 360ms
Dawn Warrior appears to only have one chainable attack; Dance of Moon (Air) appears to chain back to Dance of Moon.
Credits:
Fiel for data
Locked for his opinion and skill icons and being a weiner.