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Directional and air attacks

A direction held with attack picks a different light or heavy; in the air there are four lights and the plunge.

Status: Built · Last checked: 14 Nov 2026

Holding a direction while you attack changes which attack comes out. This gives you a poke, a launcher and a low hit on the ground, and a set of attacks in the air.

The names here are for Hand and shield. Every other weapon has moves with the same jobs under its own names: see fighting styles.

On the ground

Direction held Tap attack (light) Hold attack (heavy)
None Slash: starts the string Overhead cleave: the knock-out blow
Sideways Thrust: a long quick poke (from a standstill) Lunging stab: travels forward
Up Rising slash: pops the enemy into the air Skyward cut: hits in front, then overhead, and launches straight up
Down Low sweep: low, and reaches enemies at the edge Shield slam: hits on both sides on the ground

In the air

Direction held Attack
None Air spin: hits all round
Sideways Air slash: reaches forward
Up Air up slash: keeps a launched enemy up
Down Air down stab: sends the enemy downward
Down, with attack held The plunge

A normal press in the air always gives the air light of the direction held.

The plunge

Down + a held attack in the air. Your hero drops straight down at full speed with the blade pointing down. It is dangerous from the moment it drops until it lands. If it misses, the landing is slow.

When to use which

What beats them

Nerd section: the exact numbers
What Value
Skyward cut's leap From a third of a second of load: a small hop at a third of the load, the height of a full jump at a full load
Plunge 6% damage; drops from frame 6
Plunge that misses A long recovery on landing: almost half a second (28 frames)

Damage and frame timings for every move in the tables above are on Hand and shield and in All the key numbers.