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All the key numbers

Every important number in one place: damage, costs, cooldowns and timings.

Status: Built · Last checked: 14 Nov 2026

This page is for readers who want the exact figures: every important number of the fight in one place. You do not need any of it to play; each linked page explains the same thing in plain words first.

Every number here was read from the game on 14 Nov 2026. The fight runs at 60 frames a second, so 6 frames is a tenth of a second. Timings are given in seconds with frames in brackets.

When a number changes in the game, change it here and on the page named in the last column.

The fight

What Value Page
Lives 3 How you win
Protected after coming back 1.5 s (90) How you win
Damage number turns gold / orange 50% / 90% The readout
Freeze on a hit 2 frames + about 7 per 6% damage, at most 0.23 s (14) Hit freeze
Freeze when the ultimate lands 0.37 s (22) Hit freeze
Stun after a hit 0.2 s (12) to 1.17 s (70) Hit freeze
Each further hit of a combo stuns 10% less, never below 50% Combos
A combo is over after 0.13 s (8) free Combos

Movement

What Value Page
Walk before the run builds 0.6 s (36) Walk and run
Run speed / super sprint speed 2 times / 2.7 times the walk Walk and run
Double-tap to sprint: second press within 0.22 s (13) Super sprint
Super sprint cost 4 stamina per second Super sprint
Jump: full load 0.33 s (20) Jumps
Jump heights: tap / full / running leap / double jump about 22 / 70 / 40 / 45 pixels Jumps
Air jumps 1 Jumps
Landing pause: normal / fast fall / sprint jump 0.05 s (3) / 0.12 s (7) / 0.3 s (18) Jumps
Jump remembered before landing 0.1 s (6) Jumps
Ledge: protection on the first grab 0.33 s (20) Ledge grab
Ledge: longest hang / wait before grabbing again 3 s (180) / 0.5 s (30) Ledge grab
Ledge: climbing up 0.27 s (16), protected for 8 Ledge grab
Back dodge: cost / length / untouchable / wait 12 stamina / 0.37 s (22) / 0.12 s (7) / 0.47 s (28) Back dodge
Back dodge: distance about 30 pixels Back dodge
Charged tackle: sprint needed 0.5 s (30) Charged tackle
Charged tackle: damage / knocked down / stumble 4% / 0.75 s (45) / 0.2 s (12) Charged tackle

Light and heavy

What Value Page
A tap (light) A press shorter than 0.33 s (20) Light and heavy
Full load of a heavy 1 s (60) of loading Light and heavy
Bonus of a full load +40% damage and launch Light and heavy
A full load can be held 0.5 s (30) more Light and heavy
An early press is remembered 0.1 s (6) Light and heavy

Damage (Hand and shield)

Move Damage Page
Standing string: Slash / Back slash / Shield punch 1 / 1 / 2% (perfect 1 / 3 / 5%) Strings
Running string: Running slash / Driving thrust 2 / 1% (perfect 2 / 5%) Strings
Sprint string: Shield ram / Leaping cut 3 / 1% (perfect 3 / 6%) Strings
Thrust, Rising slash, Low sweep 2% each Hand and shield
Overhead cleave 8% (11% fully loaded) Hand and shield
Lunging stab / Skyward cut / Shield slam 6 / 6 / 7% Hand and shield
Air spin / Air slash / Air up slash / Air down stab 2 / 3 / 2 / 3% Hand and shield
Plunge 6% Directional and air attacks
Shield bash from the guard 1% Shield bash
Recovery leap / Ledge attack 3% / 3% Hand and shield
Charged tackle 4% Charged tackle
Fire bolt 5% Fire bolt
Sunfall 14% (17% as a finisher) Sunfall

Stamina (the bar is 0 to 100)

What Value Page
Light: miss / hit / perfect hit −10 / −3 / +4 Stamina
Heavy: miss / miss fully loaded / hit −22 / −30 / −6 Stamina
Leaping cut: miss −14 Stamina
Perfect guard +20 Guard
Blocking −4 per percent of the hit, at least −8; a tackle −30 Guard
Being hit: light / heavy / fully loaded heavy −4 −1.5 per percent / −6 −2.5 per percent / −6 −3.5 per percent Stamina
Shield bash / back dodge −10 / −12 Stamina
Refill when idle +8 per second, after 1.5 s (90) Stamina
Recovery mode: attack strength 40% Stamina
Recovery mode: length when idle 4 s (240) Stamina
Recovery mode: a light hit / a heavy hit or perfect guard shortens it by a fifth / two fifths Stamina
Bar after recovery 40 Stamina

Guard

What Value Page
Perfect guard window 0.17 s (10) Guard
No perfect guard after letting go, for 0.33 s (20) Guard
Guard up / down 0.05 s (3) / 0.07 s (4) Guard
Guard break stagger 0.77 s (46) Guard
Shield bash: stagger / whole move 0.27 s (16) / 0.47 s (28) Shield bash

Perfect chain

What Value Page
The blink 0.1 s (6) Perfect chain
Grace either side 2 frames (0.03 s) Perfect chain
Blink after a landed hit that ends a string, or any heavy 5 frames after its last hitting frame Perfect chain
Perfect last hit of a string throws 30% further, from 35% enemy damage Perfect chain
Fire bolt as a perfect link half cost (6) Perfect chain
Step-in so a perfect link lands up to 44 pixels Perfect chain
Escape window the last 0.07 s (4) before each linked hit Perfect chain
Perfect dodge: untouchable 0.27 s (16) Perfect chain
A dodge pressed too soon: locked for 0.33 s (20) Perfect chain

Skills

Skill Cost Cooldown Cast (effect at) Effect Page
Fire bolt 12 4 s (240) 0.5 s (30); 0.13 s (8) 5% damage; flies about 1.3 s (80), about 360 pixels Fire bolt
Hush 20 8 s (480) 0.57 s (34); 0.17 s (10) Silence for 2 s (120); reach 64 pixels, 34 tall Hush
Mend 25 12 s (720) 0.83 s (50); 0.6 s (36) −5% damage Mend
Sunburst 18 6 s (360) 0.63 s (38); 0.2 s (12) 4% damage to both sides, 46 pixels each way The seven newer Arts
War leap 15 5 s (300) 0.77 s (46); the blow counts from frame 14 6% damage The seven newer Arts
Shove 10 4 s (240) 0.43 s (26); 0.1 s (6) 1% damage and a push The seven newer Arts
Root 20 8 s (480) 0.57 s (34); 0.17 s (10) No moving for 1.5 s (90); reach 70 pixels The seven newer Arts
War cry 15 12 s (720) 0.5 s (30); 0.23 s (14) Hits +15% for 5 s (300) The seven newer Arts
Overcharge none 12 s (720) 0.5 s (30); 0.27 s (16) Bar +50, for 4% damage taken The seven newer Arts
Calm 10 10 s (600) 0.4 s (24); 0.17 s (10) Ends silence and root; immune for 4 s (240) The seven newer Arts
The Fighting family's second forms (same cost and cooldown as their first form) Value Page
Long leap / War leap / Skyfall: damage 4% / 6% / 6% The Fighting family
Long leap / War leap / Skyfall: reach along the ground 98 / 82 / 48 pixels (Skyfall reaches 60 above) The Fighting family
Shoulder / Shove / Gust: reach 48 / 36 / 52 pixels The Fighting family
Shoulder / Shove / Gust: how far the enemy is pushed 25 / 80 / 38 pixels The Fighting family
Steady cry / War cry / One breath: boost +8% for 10 s / +15% for 5 s / +40% on the next hit that lands (waits 8 s) The Fighting family
Drilled (single player only): a missed attack costs 80% of its usual stamina The Fighting family
Pieces of a family carried for its aura 2 The Fighting family
What Value Page
Protection after a control effect ends 3 s (180) How skills work
A cast lost to a hit The cost stays paid; half the cooldown remains How skills work
Fire bolts in flight per fighter 2 Fire bolt
Casts in the air One per airtime (Fire bolt, Hush) How skills work

The ultimate

What Value Page
Bar full after 100% damage dealt The ultimate
Finisher bonus +25% damage and push The ultimate
Avenger kind (chosen in the character sheet) Fills 20% faster, by damage taken; hits 10% harder The ultimate
Sunfall: wind-up / whole move 0.43 s (strikes on frames 26 to 28) / 1.1 s (66) Sunfall
Sunfall: damage 14% Sunfall
Sunfall: cost to guard 56 stamina Sunfall
Warpath / Uphill: wind-up, run, throw, whole move 0.23 s (14), 88 pixels, frame 44, 1.2 s (72) The Fighting family
Stampede: wind-up, run, throw, whole move 0.43 s (26), 127 pixels, frame 68, 1.6 s (96) The Fighting family
Warpath: damage 4% the catch + 10% the throw The Fighting family
Uphill: knocks out off the top from About 115% The Fighting family

Outfit weights

Weight Ground covered Jump speed Damage taken Page
Swift 106% 106% 109% Outfit weights
Balanced 100% 100% 100% Outfit weights
Sturdy 94% 94% 91% Outfit weights

The other weapons

This page lists the damage of Hand and shield only. The numbers of the five other weapons are in the Nerd section of each weapon's page: Staff, Dual wield, Two hands, Bow, Punches. What the balance pass changed is on How the weapons compare.

The computer opponent (in progress)

Level Reacts after Page
Easy / Fair / Steady / Hard / Fierce 0.5 s (30) / 0.4 s (24) / 0.33 s (20) / 0.27 s (16) / 0.22 s (13) The computer opponent

The stages

Sizes in pixels of the fight's own space (480 wide). All five floors are at the same height.

Stage Floor Thin platforms (width, height above the floor) Knock-out line beyond each end of the floor Page
Pine ridge 320 Two of 70 at 48; one of 70 at 96 170 Pine ridge
Low sun pass 390 None 135 Low sun pass
Lake at dusk 198 One of 138 at 48 183 (the lines are 48 nearer the middle than elsewhere) Lake at dusk
Beacon crag 258 Two of 72 at 45; one of 72 at 90; two of 72 at 135 201 Beacon crag
Broken bridge 180 Two of 105 at 45, each reaching 69 past the floor's end 240 (171 beyond a span's tip) Broken bridge
What Value Page
Upper knock-out line 360 above the floor, on every stage The stages
Lower knock-out line 160 below the floor's top, on every stage The stages
Where you come back Over the middle, 110 above the floor The stages