Wiki / Reference
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 |