Wiki PLAY

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