Combat

Fights are built on the M1 string, the M2 heavy, skills, and a set of defensive options: block, parry, perfect dodge and clashes. Timing and positioning matter: hits need line of sight, blocks only cover your front, and big hits can slam you into walls.

Controls

ActionKey
M1 (light attack / cast a held skill)Left mouse
M2 (heavy)Right mouse
BlockHold F
ParryM1 while blocking (controller: R1 + Square)
Rhythm chargeR
DashQ
Carry / Grip / Force feedV / B / X

Defense

Block

Hold F
  • Stops hits from the front: no damage, no stun.
  • Hits from behind land as normal.
  • You can walk slowly while blocking, but not run or dash.
  • An M2 breaks it: 1.6 s stun and the M2's damage lands.

Parry

0.2 s window
  • Click M1 while blocking to open a 0.2 s parry window.
  • Catch a hit: no damage, +10 Rhythm and 10% of max stamina back.
  • The attacker's move slows to x0.15 for 0.4 s.
  • A whiffed parry has a 0.6 s cooldown. A successful one can go again at once.
  • Man-Eater can't be parried.

Perfect Dodge

0.15 s window
  • Dash just as a punch lands and it misses completely.
  • The window is the first 0.15 s of your dash.
  • You flash white and leave an afterimage.
  • Works against melee swings (M1, M2, Crescent), not knockback or damage over time.

Clashes

Clash

M1 vs M1 / skill
  • Two M1s (or an M1 and a skill) landing face to face at the same moment clash.
  • Neither punch does damage and nobody is stunned. Both strings carry on.
  • No re-clash for 0.35 s after: whoever lands first next wins.
  • Kick vs punch: the kick can win, around 35% on equal bodies (15% to 60%).
  • Bigger legs and more muscle raise the kicker's odds.

Super Clash

M2 vs M2
  • Two M2s meeting face to face lock both fighters fist to fist for 1.5 s.
  • The winner is a 50/50 coin flip.
  • The loser takes 15 damage, a 1 s stun and a big knockback.
  • The winner gains Rhythm. Nobody else can hit either fighter during the lock.

Rhythm

  • Press R while standing still on the ground to charge Rhythm (25 per second).
  • Moving, getting hit, attacking or being stunned stops the charge.
  • +5 for each landed M1 or M2, -10 for each hit you take.
  • It starts draining (8 per second) 1.5 s after you last gained any.
  • Full Rhythm: x1.15 damage and x1.25 M1 speed.

Hit rules

  • Line of sight: a hit needs a clear path. Walls block punches, other players don't.
  • Dash out of endlag: once a swing's hit is over you can dash out of its recovery.
  • Knockback turns the victim to face the attacker. Heavier bodies fly shorter.
  • Wall hit: knocked into a wall = pinned there, stunned 1.33 s. It follows your M1 finisher, M2 or a super clash loss.
  • Players lying on the floor are passed through by most attacks. Only Crescent hits them.
  • Combo escape: after hit 2 in a row, each further hit stuns you less. More muscle helps.
  • Hyper armor: some moves (Man-Eater's bite) soak hits until the armor breaks, then the move is cut.

Tough Body

If an attacker's Strength is below 10% of your Durability, their M1s and M2s hit you like a wall: half damage, no stun, no knockback, no interrupt. A Muscular attacker ignores this unless you are Muscular too. Guard breaks are never tanked. You can switch Tough Body off for yourself in settings.

Trivia

  • Super clashes used to be a key-mash minigame that lasted 5 s. It was replaced by a 1.5 s coin flip.
  • Clashes used to stun both fighters for 1 s. Now a clash stuns nobody.