Wiki / Weapons
Hand and shield
The first fighting style: a one-handed weapon and a shield. The full move list.
Status: Built · Last checked: 14 Nov 2026
A one-handed weapon (sword, axe, mace or dagger) in one hand, a shield in the other. It is the first fighting style and the all-rounder: quick lights, a strong heavy, and a real block. It runs on stamina.
What makes it different
- Its guard is a block: hold it and hits from the front are stopped.
- Guard + attack is the shield bash, a push that makes room.
- Its ultimate is Sunfall.
The moves
Inputs are written for the keyboard. On a gamepad attack is X and guard is LT; on a phone they are ATK and GUARD. "Hold" means holding attack until the heavy starts.
Light attacks on the ground
| Move | Input | What it is for |
|---|---|---|
| Slash | A | First hit of the standing string |
| Back slash | A, A | Second hit |
| Shield punch | A, A, A | Third hit: pushes the enemy a short way |
| Thrust | Sideways + A, from a standstill | A long, quick poke to keep distance |
| Rising slash | Up + A | Pops the enemy into the air |
| Low sweep | Down + A | Low; reaches enemies at the edge |
Running and sprinting
| Move | Input | What it is for |
|---|---|---|
| Running slash | A while running | A cut in mid-stride; the hero slides on |
| Driving thrust | A again | Pushes the enemy away along the ground |
| Shield ram | A while sprinting | Staggers and carries the enemy along |
| Leaping cut | A again | A hop into a downward cut that launches up and away |
Heavy attacks on the ground
| Move | Input | What it is for |
|---|---|---|
| Overhead cleave | Hold A | The knock-out blow |
| Lunging stab | Sideways + hold A; also hold A from a run | Travels forward; punishes someone backing off |
| Skyward cut | Up + hold A | Hits in front then overhead; launches straight up; leaps when loaded |
| Shield slam | Down + hold A | Hits both sides on the ground |
In the air
| Move | Input | What it is for |
|---|---|---|
| Air spin | A in the air | Hits all round |
| Air slash | Sideways + A | Forward reach |
| Air up slash | Up + A | Keeps a launched enemy up |
| Air down stab | Down + A | Sends the enemy downward |
| Plunge | Down + hold A | Drops straight down; slow to recover on a miss |
Special moves
| Move | Input | What it is for |
|---|---|---|
| Shield bash | D + A | Pushes away, short stagger |
| Recovery leap | Up + W | Gets you back to the stage |
| Ledge attack | A while hanging on a ledge | Get up with a low strike |
| Back dodge | Shift + back | Every weapon has it |
| Sunfall | R with a full bar | The ultimate |
More on strings, the perfect chain and directional and air attacks.
What beats it
- A fully loaded heavy breaks the block.
- Hits from behind go through the shield.
- Weapons with a longer reach (the greatsword, the staff's pole) and shots from a distance.
Nerd section: the exact numbers
"Strikes after" is the time from the start of the move to its first hitting frame (for a heavy: from the moment it is let go). "Hold" is a third of a second or more. Heavies do up to 40% more when fully loaded.
Ground lights
| Move | Damage | Strikes after | Whole move |
|---|---|---|---|
| Slash | 1% | 0.1 s (frame 6) | 0.33 s (20) |
| Back slash | 1% (3% perfect) | 0.13 s (frame 8) | 0.42 s (25) |
| Shield punch | 2% (5% perfect) | 0.08 s (frame 5) | 0.43 s (26) |
| Thrust | 2% | 0.1 s (frame 6) | 0.4 s (24) |
| Rising slash | 2% | 0.1 s (frame 6) | 0.35 s (21) |
| Low sweep | 2% | 0.1 s (frame 6) | 0.37 s (22) |
Running and sprint strings
| Move | Damage | Strikes after | Whole move |
|---|---|---|---|
| Running slash | 2% | 0.08 s (frame 5) | 0.37 s (22) |
| Driving thrust | 1% (5% perfect) | 0.1 s (frame 6) | 0.47 s (28) |
| Shield ram | 3%; staggers 0.33 s at least | 0.1 s (frame 6) | 0.57 s (34) |
| Leaping cut | 1% (6% perfect) | 0.17 s (frame 10) | 0.7 s (42) |
Ground heavies
| Move | Damage | Strikes after | Whole move |
|---|---|---|---|
| Overhead cleave | 8% (11% fully loaded) | 0.17 s (frame 10) | 0.67 s (40) |
| Lunging stab | 6% | 0.13 s (frame 8) | 0.63 s (38) |
| Skyward cut | 6% | 0.12 s (frame 7) | 0.6 s (36) |
| Shield slam | 7% | 0.17 s (frame 10) | 0.7 s (42) |
Air
| Move | Damage | Strikes after | Whole move |
|---|---|---|---|
| Air spin | 2% | 0.1 s (frame 6) | 0.43 s (26) |
| Air slash | 3% | 0.1 s (frame 6) | 0.47 s (28) |
| Air up slash | 2% | 0.08 s (frame 5) | 0.3 s (18) |
| Air down stab | 3% | 0.15 s (frame 9) | 0.53 s (32) |
| Plunge | 6% | drops from frame 6 | up to 0.83 s (50) |
Special moves
| Move | Damage | Notes |
|---|---|---|
| Shield bash from the guard | 1% | Costs 10 stamina |
| Recovery leap (Rising slash leap in the data) | 3% | |
| Ledge attack | 3% | 0.57 s (34 frames) in all |
| Back dodge | none | |
| Sunfall | 14% |
Strings at a glance
| Moving | String | Ordinary | Perfect |
|---|---|---|---|
| Standing or walking | Slash, Back slash, Shield punch | 4% | 9% |
| Running | Running slash, Driving thrust | 3% | 7% |
| Sprinting | Shield ram, Leaping cut | 4% | 9% |
Reach of the first light: 30 px. First light strikes on frame 6. Ten seconds on a still target: 28% mashed, 62% with perfect timing (the figure on the Bow, Punches and Two hands pages; the Dual wield page's table says 63%: listed in To check).
Planned for this style
Its own three skills (working names: Shield charge, Rampart, Steady breath) and three signature strings. Not built.