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.