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Punches (bare hands)

No weapon: the quickest string, the shortest reach, a weave for a guard and a counter punch for a perfect one.

Status: Built, not yet played by people · Last checked: 14 Nov 2026

A hero with nothing in the hands fights with fists. It has the quickest string in the game and the shortest reach. Instead of a block it has a weave: a sway that lets hits slide off for a moment, and a well-timed one throws a counter punch by itself. It runs on stamina. Built on 14 Nov 2026; not yet played by people.

What makes it different

Punches Hand and shield
Standing string Four punches: Jab, Cross, Hook, Uppercut Three cuts
Rhythm The quickest there is (the same as two daggers) Slower
Reach The shortest Longer
First hit As quick as a sword's
Heavies Step into the blow: the sword's reach and damage
Push A little more than usual
Guard Weave, with a counter: see below Block
Guard + attack Slip punch Shield bash
Ultimate Rising sun Sunfall

The moves

Move How Notes
Jab, Cross, Hook, Uppercut Attack, four taps The standing string
Straight / Rising elbow / Low kick Standing: side, up, down + attack
Haymaker / Dash punch / Sky upper / Hammer fist Hold attack: none, side, up, down
Air spin / Flying knee / Air upper / Stomp kick, Meteor fist In the air
Running hook, Body rush Running: attack, attack
Flying tackle, Leaping elbow Sprinting: attack, attack
Slip punch Guard + attack Out of the weave, a low step in and a fist into the body: a small hit, a short stagger, hardly any push so the enemy stays close
Counter jab By itself, after a perfect weave See below
Rising sun The ultimate A long wind-up, one step, and an uppercut from the floor that sends the enemy straight up. The same strength as Sunfall

The weave (its guard)

Press Guard: the upper body sways from side to side.

For a moment after the press A hit from the front slides off: no damage, no flinch. The attacker is not thrown back. Arrows and shots slide off too
Cost A little stamina for each hit that slides off. Not possible with the bar empty
Then It ends by itself, even with Guard held, and needs a new press (not one made right after letting go: mashing gives nothing)
What still lands Low hits (a sweep, the ledge attack, a staff's wave along the ground), and anything from behind
Perfect weave Press just before the hit: it slides off for free, the bar fills a good amount, and the Counter jab starts by itself

Counter jab: almost instant, a small hit and a stagger, and it cannot be guarded (it breaks a guard).

When to use it

What beats it

How it stands

A boxer's stance: a little low, both fists up in front of the chin, the lead fist further out. The hands are always empty: no weapon and no shield is drawn, even when the hero's look carries them. With no weapon to light up, the glow of the chain sits on the lead fist.

Nerd section: the exact numbers

Built on 14 Nov 2026, checked by 13 automatic tests (tests/fists.test.ts); not yet played by people. Adding ?weapon=punches to the address tries it with any hero.

Numbers changed on 14 Nov 2026 by the balance pass. The table of changes is on How the weapons compare; the values below are the new ones.

In numbers

Punches Hand and shield
Standing string 4% mashed, 1 + 2 + 2 + 4 = 9% on the glow 4% / 9%
Rhythm The next punch can be pressed 9, 9 and 10 frames into each 11 and 14 frames
Reach of the first hit 25 px 30 px
First hit strikes on frame 6 frame 6
Other lights The sword move with the same job: 6 px less reach, 3 frames less recovery, 1% less when they do more than one
Heavies The sword's reach and damage (Haymaker 8%) Overhead cleave 8%
Push 110% of the usual
Slip punch A step in of about 15 px; 2%, a stagger of at least 0.23 s (14 frames), 8 stamina
Rising sun Strikes on frame 24; 14%

Why the first punch is not faster than a sword: one frame sooner won two fights in three for the fists in testing. With the jab one frame faster it dealt twice the sword's damage, so it was left on the sword's frame. And why the rhythm is not quicker still: any quicker, and plain mashing lands on the glow by accident.

The weave in numbers

Lasts 14 frames (0.23 s) after the press
Cost 8 stamina for each hit that slides off
Perfect weave The press within 10 frames (0.17 s) before the hit: free, the bar fills by 20, and the Counter jab starts by itself
Counter jab Strikes on its second frame, 3%, a stagger of at least 0.27 s (16 frames), cannot be guarded

Poses

The four punches, the weave, the Slip punch, the Counter jab and Rising sun have their own poses; in every other move both fists work (the lead fist follows the rear one). The glow on the lead fist: faint on the first beat, full while a press would be a perfect chain, a flash on a perfect chain. Fixed 14 Nov 2026 (pose pass): with punches both hands are always drawn empty, whatever the hero's look carries.

Fairness, measured

Ten seconds on a still target: 28% mashed, 69% with perfect timing (hand and shield 28% and 62%).

Forty fights of the old test opponent per pairing (it mashes at arm's length, and uses neither the weave's counter nor the quick recovery):

Against Wins / losses / out of time Damage dealt / taken
Hand and shield 6 / 14 / 20 5859 / 6641
Dual wield, mixed pair 8 / 11 / 21 6640 / 6908
Two daggers 8 / 13 / 19 6402 / 6454
Two hands 17 / 13 / 10 6685 / 6563

Damage is about even; it wins fewer fights because its reach is the shortest and its knock-out blows are the lightest.

Not built

No extra movement of its own (a quicker walk, a dash): its speed is in the rhythm and the recovery.