The combo system is a core part of the Weaponsmaster gameplay.
A combo is started when a series of hits are made without the character taking damage. Each weapon will have a set limit of the amount of hits that can be made before the weapon is "exhausted". This limit is different between weapons, for example the dual daggers have a far higher limit than the lance.
In order to continue a combo, a weapon switch must be made, where the new weapon can continue this combo. This will also allow the previous weapon to be reset and later if switched to again can be used until the set number of hits have been made.
However combos will become progressively harder to continue at higher multipliers. This is done through a timing system. At a low combo multiplier, the time available between registering the next hit in the combo and the previous is larger than at a high combo multiplier. Visually this will be displayed as a circular timer around the combo multiplier.
After a third hit in the combo, the "fervor" gauge will begin to charge. The amount of charge depends on the combo multiplier at that time. A critical hit will also give a larger charge depending on the combo multiplier.