The Basics
A
An upward whack with your staff.
A - A
The upward whack, followed by a swing in the opposite direction.
A - A - A
Up, down, and a magical blast which blasts the enemy into the air. The enemy will lie flat on its back when it falls.
A - A - S
Up, down, followed by a wide-ranged lightning blast that knocks the enemy into the air.
Space
Ground attack. Dainn jumps up and slams the ground with a blast of fire. Deals heavy damage, so be sure to use it whenever an enemy is down.
Double Tap in Any Direction
Dash. Dainn dashes to a direction, leaving a trail of red.
Dash - A
A dash, followed by a magical palm blast with a blue glow.
Dash (-) A (-) S
A dash, a blue palm blast, and an orange blast into the air.
Dash Canceling
If you haven't noticed, dashing will instantly replace your current animation with the dashing one. This means you can cancel rather long animations, such as the finisher of the A - A - A, the A - A - S, or anything else.
Advanced Combos
Any level
A - A - A Dash Any Direction A (-) S
Video link:
http://stage6.divx.com/user/Gaiety/v...--Any-Level-#1
A - A - A combo, with the end canceled out and flowing into a Dash - A (-) S combo. You will be using this combo a
lot while waiting for your cooldown times to end.
Level 2

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Video link:
http://stage6.divx.com/user/Gaiety/v...o---Level-2-#2
The above combo followed quickly by a 2-hit Fire Bomb. The dash in the second combo cancels the second hit of Fire Bomb in exchange for an additional Dash A (-) S combo.
Level 6
Hand of Earth
A
very useful skill. When used normally, it knocks the enemy back (but does not make them fall). But when used against an enemy midair, it launches them a bit higher as well as a half-dash length further for extra cast time.
A - A - A - Hand of Earth - A - A - A
Video link:
http://stage6.divx.com/user/Gaiety/v...o---Level-6-#1
Two A - A - A combos flowed together by a Hand of Earth.

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Video link:
http://stage6.divx.com/user/Gaiety/v...o---Level-6-#2
A - A - A Combo, with the end delay canceled by using
Hand of Earth. Then, two additional whacks are added before dash canceling into a Dash A (-) S combo.

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The second level 2 combo with a tacked on
Hand of Earth for good measure. The second combo here adds yet another Dash A (-) S combo.
A - A - A Dash Any Direction A (-) S Hand of Earth -
Fire Bomb Dash Any Direction - A (-) S
The basic combo with a Hand of Earth between the final hit and the Fire Bomb. The optional bit here is much harder to pull off than with the level 2 combos due to the fact that the target has been pushed back further by
Hand of Earth.
Level 16
Cold Blue Dragon
A skill with low charge time, but a long reuse time. It creates a swirling blue dragon 10 pixels in front of you, which will juggle any monster in its area for the duration of the skill. Useful in that it allows you to follow up with a skill with a full seconds worth of charge time, such as
Summon Rock
A - A - A - Cold Blue Dragon - Summon Rock
Video link:
http://stage6.divx.com/user/Gaiety/v...---Level-16-#1
The said combo led directly after the A - A - A combo.
A - A - A Dash Any Direction A (-) S Hand of Earth - Dash Towards Enemy Cold Blue Dragon Summon Rock
Basic combo into a
Hand of Earth for extra levitation to allow
Cold Blue Dragon its full juggle. Finally,
Summon Rock is used to lay the pain on the foe as they fall down.

A - A - A into
Hand of Earth, then 2 more whacks before the deadly
Cold Blue Dragon -
Summon Rock combo.

Unnecessarily complicated with dashes. Will explain in more detail once I've actually tested these out.