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Combat

Strikes and combos

Jab, cross, hook, uppercut, and two strikes on the move.

The fist combo

Whatever you hold, you fight with your fists for now. Each left click throws the next strike of the combo: jab, cross, hook, uppercut.

Chaining

  • A strike stops you walking until its recovery.
  • From the recovery you can start the next strike, or a dodge.
  • The combo continues if you strike during the recovery or within 8 ticks after the strike ends.
  • A press that comes too early is kept for 8 ticks and plays as soon as it can.

Strikes on the move

  • Dash strike: strike while sprinting.
  • Air strike: a hammer blow from the air, once per jump.

Aiming

A strike turns you toward your target (the locked foe, the one under the crosshair, or the nearest ahead) and closes up to 1.5 blocks during its windup. Damage is your attack damage times the strike's, times 1 + 0.5 per realm + 0.05 per stage, with enchantments.

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