Game rules and guides that make up the experience.
"So mone update these gifs thanks"![]() |
This page is currently being worked on.
Some things may be incomplete.
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Basics[]

Make sure to read everything in the tutorial as it helps you put these mechanics to practice. There is a Game Manual that you can read by clicking the 6th button on the top left, which will to help you understand many of the Game's Mechanics when you're new.
Player GUI[]
- Shows your Money
- Shows your Health
- Shows the cooldowns of your:
- Push Counter (left)
- Uppercut (middle)
- Dash (right)
- Shows your Level
- Shows your Reiatsu

Controls[]
E or Right D-Pad - Draw Weapon
Left Mouse or X - Light Attack
R, Right Mouse or B - Heavy Attack
F or LT - Guard
Guard + Right Mouse or Guard + B - Parry (When you get hit)
Q or Y - Dash (Under 10 Agility or when out of Reiatsu)
Q or RB - Flashstep (Dash turns into Flashstep when you get 10 Agility)
Flashstep + Heavy Attack - Uppercut
V or Up D-Pad - Carry (you cannot normally dash/flash step while carrying, until you have at least 150+ agility at S rank)
B or Down D-Pad - Grip/Execute
N or Left D-Pad - Spirit Realm or Skill Bind Menu
G or LS - Transform - This is different for every race, but transforming allows you to use transformation skills (e.g. Shikai, Schrift)
= - Drop Item: The item will appear on the ground as a black sphere with the name above it. (You have to hold out the item you want to drop)
Miscellaneous[]
Guard Break
Hitting an enemy that is blocking with Guard Break Attacks will break their guard, leaving them stunned and open to combos.
Light Attack Chain
Consists of 4 to 6 Light Attacks (depends on Weapon Type), the last Light Attack used to guard break, but as of an update, m1/light attacks will no longer block break.
Flashstep Chain
Hold the dash button to perform multiple flashsteps in a row (Amount of Flashsteps depends on Agility Stat and Bonus Flashstep Trait).
Flashstep when Carrying
You can only flashstep while carrying an object or body with a maxed out Agility stat.
Knocked
Health State between being dead and alive when reaching 0 Health, you get ragdolled and you can be carried and gripped (executed). You get up again after regaining some health and some time has passed (exact amount unknown).
Health Pack
Get a certain amount of health when an enemy gets knocked, if you contributed damage. (increased depending on time of enemy being alive or amount of hits, remains untested for now)
Advanced[]
(Early WIP)
Combat[]
Move stacking
Most skills can be started while winding up M1s, or light attacks. Utilizing this frequently and effectively can help you string together stronger combos that are harder to escape.
Combos / False Stun
While there is not many moves that true stun (Aside from most of Glacier's moves, and the hakuda move aerial assault, along with many others.) due to all races having access to evasive skills, "false" stun is still an important mechanic in developing combos. Light attacks have false stun no matter what weapon you use. Lots of offensive skills also have false stun, meaning they can be followed with more light attacks or another skill, creating a combo. False stun can be escaped using evasive skills, with the caveat that they have a longer cooldown than other skills (e.g. Scatter Image, Flash Mirage, Reiatsu Burst).
Combat Disengagement
Saying 'sorry' or 'mb' will remove combat tags from other players.