Wiki / Movement
Back dodge
A quick hop backward, untouchable at the start. Every hero has it.
Status: Built · Last checked: 14 Nov 2026
A quick hop backward, away from the enemy. For the first instant nothing can hit you. Every hero has it, whatever weapon they hold.
How to do it
| Device | How |
|---|---|
| Keyboard | Shift + the direction behind you, pressed at almost the same time, either one first |
| Gamepad | RT + the direction behind you |
| Phone | Flick the stick all the way back, from rest or from a walk |
What it does
- Your hero hops back about two body widths, still facing the enemy.
- The start of the hop cannot be hit. The landing can.
- It costs some stamina.
- You must wait a moment before the next one.
When to use it
- To get out of the way of a slow, heavy attack and then hit back.
- From behind your guard, when blocking would cost too much stamina.
- Inside an enemy's perfect combo, pressed in the last instant before the next hit: that is a perfect dodge. You are untouchable for longer and the combo drops. See perfect chain.
When it does not work
- During an attack, while a jump is being loaded, or during a landing.
- In recovery mode (empty stamina bar).
- At the edge of the floor it stops: you cannot dodge off the stage.
- If sprint is already held, or the direction is already held, you turn and sprint as usual instead.
What beats it
- Hitting the landing: only the start is protected.
- Waiting: an enemy who does not swing makes you pay stamina for nothing.
Other weapons
Dual wield and the bow use their own dodge on the same input: the sidestep and the leap back.
Nerd section: the exact numbers
| What | Value |
|---|---|
| The two presses | Within a tenth of a second of each other (6 frames), either one first |
| Cost | 12 stamina |
| Length | 0.37 seconds in all (22 frames): it travels during the first 8, the rest is the landing |
| Distance | About 30 pixels, two body widths |
| Untouchable | The first 0.12 seconds (7 frames). The landing is not protected |
| Before the next one | 0.47 seconds (28 frames) after the hop ends |
| Works from | Standing, walking, running and from behind the guard |
| Perfect dodge (in the escape window) | Untouchable for 0.27 seconds (16 frames); pressed too soon, a perfect dodge is locked for a third of a second (20 frames) |