Wiki / Reference
Glossary
Every term a player meets, one line each.
Status: Built · Last checked: 14 Nov 2026
The game's own words, one line each, for anyone who meets one on a page and wants it explained.
| Term | Meaning |
|---|---|
| Accent | The one bright colour on an outfit's small marks. See outfits |
| Air jump | The second jump, made in the air. Also "double jump". See jumps |
| Art | A skill family any hero can use, with no item needed. See families |
| Art ultimate | An ultimate that belongs to a family of Arts, not to a weapon. It may take the place of the weapon's own. The first is Warpath. See the Fighting family |
| Aura | A quiet mark around a hero who has mastered a family and carries two of its pieces. See the Fighting family |
| Avenger | A kind of ultimate bar that fills only by being hit. Chosen in the character sheet. See the ultimate |
| Back dodge | A quick hop backward, untouchable at the start. See back dodge |
| Base | An outfit's neutral main colour: Black, Dark or White |
| Blink | The weapon lighting up for a moment: the time to press for a perfect chain |
| Block | The guard of Hand and shield: stops hits from the front |
| Brace | The greatsword's guard: the hit is taken at half strength, without flinching. See Two hands |
| Charged tackle | A knock-down by running into someone after half a second of super sprint. See charged tackle |
| Clearing ring | The staff's guard + attack: a small ring along the ground to both sides that only makes room. See Staff |
| Combo | Hits that follow each other before the enemy is free again |
| Combo counter | The count of hits and damage shown in training |
| Control effect | Something that limits what the enemy can do, such as a silence |
| Cooldown | The wait before a skill can be used again |
| Damage percent | The number that rises with every hit; the higher, the further you fly. See how you win |
| Double jump | See air jump |
| Energy shield | The staff's guard: cheap against shots and spells, costly against weapons. See Staff |
| Escape window | The last instant before a perfect-combo hit, in which a fresh guard or a back dodge still gets you out |
| Family | A group of skills that belong together: Fighting, Ember, Sunlight, Stone, Dusk, Shadow. See families |
| Fast fall | Pressing down while falling, to fall faster |
| Fighting style | The moves, bar and guard that come from what a hero holds. See fighting styles |
| Finisher | The ultimate used as the last step of a combo: a quarter stronger |
| Fully loaded | A heavy held for the full second: 40% stronger, and it breaks a guard |
| Guard | The weapon's defence, on its own button. See guard |
| Guard break | A guard smashed open by a fully loaded heavy, or by running out of stamina |
| Hand and shield | The first fighting style: a one-handed weapon and a shield. See Hand and shield |
| Heartbeat | The two soft beats that play on a chaining hit; press on the second |
| Heavy | The attack you get by holding the attack button |
| Hit freeze | The instant the fight stops when a hit lands |
| Knock-out line | The line outside the picture on every side; thrown past it, you lose a life. See the stages |
| Ladder | The combo rule: light, then heavy, then skill, then ultimate, never back down. See combos |
| Leap back | The bow's guard: a hop away that fires one arrow. See Bow |
| Ledge | A top corner of the main floor, which can be grabbed. See ledge grab |
| Life | One of your three chances. Also called a stock |
| Light | The attack you get by tapping the attack button |
| Load | Holding a heavy to make it stronger, or holding jump to make it higher |
| Magic | The staff's blue bar; it follows the rules of stamina. See Staff |
| Nerd section | The last part of every wiki page: the exact numbers and measured tables |
| Passive | The fifth piece of a family: an aura, and a small bonus that works in single player only. See the Fighting family |
| Perfect chain | The next hit pressed on the blink: free, stronger, and it cannot be interrupted. See perfect chain |
| Perfect dodge | A back dodge pressed in the escape window |
| Perfect guard | A guard pressed just as the hit lands |
| Perfect link | A perfect chain into the heavy, the skill or the ultimate |
| Plunge | The air heavy: down + a held attack, a fast drop with the blade down |
| Poise | The greatsword's big swings are not stopped by one light hit. See Two hands |
| Readout | The small box per player at the bottom of the screen. See the readout |
| Recovery leap | Up + Skill 2: the move that gets you back to the stage |
| Recovery mode | The weakened state while the stamina bar is empty. See stamina |
| Root | A control effect: no walking, running, jumping or dodging for a moment. See the seven newer Arts |
| Second form | One of the two other ways a skill or an ultimate can play, A or B: a trade, not an upgrade (War leap: Long leap or Skyfall). See the Fighting family |
| Shield bash | Guard + attack: a push with a short stagger |
| Shield punch | The third hit of the standing string (called "Shield bash" until 14 Nov 2026) |
| Sidestep | Dual wield's guard: a quick step that attacks pass through. See Dual wield |
| Silence | No skills and no ultimate for a moment; the weapon still works |
| Skill | One of three special moves with a cost and a cooldown. See how skills work |
| Stage | The place where a fight happens: a floor, and on most stages thin platforms. See the stages |
| Stagger | A short, forced stun that interrupts. The game has no longer stun than this |
| Stamina | The gold bar that attacks, guards and skills draw on |
| String | Light attacks that follow each other on repeated taps. See strings |
| Striker | The normal kind of ultimate bar: fills as you land hits |
| Sun enjoyer | A hero, or a player. See Sun enjoyers |
| Sunfall | The ultimate of Hand and shield. See Sunfall |
| Super sprint | The fastest run, on the sprint button or a double tap. See super sprint |
| Thin platform | A small platform you can jump up through and drop through |
| Ultimate | The big move that needs a full ultimate bar. See the ultimate |
| Vanish | After a perfect sidestep: faint for a second, and the next hit from behind does more. See Dual wield |
| Weave | The punches' guard: a sway that lets hits from the front slide off for a moment. See Punches |
| Weight | Swift, Balanced or Sturdy: what an outfit trades between speed and damage taken. See outfit weights |