Opening moves
| Situation | Left click | Right click | Hold left | Hold right | Special |
|---|---|---|---|---|---|
| Out of a dodge | Jab↓ | — | — | — | — |
| While guarding | — | Forearm Guard↓ | — | — | — |
| Standing | Jab↓ | Front Kick↓ | — | — | — |
| Sprinting | Running Punch↓ | Flying Kick↓ | — | — | — |
From anywhere in the chain
1- SpecialShatter Blow↓Spend 25 momentum on Shatter Blow (from any finisher-eligible node)needs 25 Momentumpriority 5only from Finisher Eligible
Steps
21- Left click within 500 ms → Cross↓ — Continue light chain
- Right click within 450 ms → Front Kick↓ — Branch to heavy chain
- Left click within 500 ms → Hook↓ — Continue light chain
- Right click within 450 ms → Roundhouse↓ — Branch to heavy chain
- Special within 600 ms → Skyrend↓ — Skyrend — launch into the air (>=50 momentum, rune) · priority 10 needs Rune of Aerial Channeling · needs 50 Momentum
- Special within 600 ms → Skybreaker↓ — Skybreaker — grounded uppercut (25-49 momentum, rune) · priority 5 needs Rune of Aerial Channeling · needs 25 Momentum
- Left click within 1.5 s → Gathering Storm↓ — Gathering Storm — hold LMB, drains momentum while held · priority 8 charge level: 1
- Right click within 500 ms → Roundhouse↓ — Continue heavy chain
- Left click within 450 ms → Cross↓ — Branch to light chain
- Special within 600 ms → Skyrend↓ — Skyrend — launch into the air (>=50 momentum, rune) · priority 10 needs Rune of Aerial Channeling · needs 50 Momentum
- Special within 600 ms → Skybreaker↓ — Skybreaker — grounded uppercut (25-49 momentum, rune) · priority 5 needs Rune of Aerial Channeling · needs 25 Momentum
- Left click within 1.5 s → Gathering Storm↓ — Gathering Storm — hold LMB, drains momentum while held · priority 8 charge level: 1
- Left click within 700 ms → Meteor Drop↓ — HOLD LMB — Meteor Drop · priority 10 charge level: 1 · state: ["airborne"]
- Right click within 700 ms → Comet Fall↓ — HOLD RMB — Comet Fall · priority 10 charge level: 1 · state: ["airborne"]
- Left click within 700 ms → Air Combo I↓ — Open the air combo chain state: ["airborne"]
- Left click within 500 ms → Meteor Drop↓ — HOLD LMB — Meteor Drop · priority 10 charge level: 1 · state: ["airborne"]
- Right click within 500 ms → Comet Fall↓ — HOLD RMB — Comet Fall · priority 10 charge level: 1 · state: ["airborne"]
- Left click within 500 ms → Air Combo II↓ — Continue air chain state: ["airborne"]
- Left click within 500 ms → Meteor Drop↓ — HOLD LMB — Meteor Drop · priority 10 charge level: 1 · state: ["airborne"]
- Right click within 500 ms → Comet Fall↓ — HOLD RMB — Comet Fall · priority 10 charge level: 1 · state: ["airborne"]
- Left click within 500 ms → Air Combo III↓ — Continue air chain state: ["airborne"]
- Left click within 500 ms → Meteor Drop↓ — HOLD LMB — Meteor Drop · priority 10 charge level: 1 · state: ["airborne"]
- Right click within 500 ms → Comet Fall↓ — HOLD RMB — Comet Fall · priority 10 charge level: 1 · state: ["airborne"]
- Left click within 500 ms → Air Combo IV↓ — Finish air chain state: ["airborne"]
- Left click within 700 ms → Meteor Drop↓ — HOLD LMB — Meteor Drop · priority 10 charge level: 1 · state: ["airborne"]
- Right click within 700 ms → Comet Fall↓ — HOLD RMB — Comet Fall · priority 10 charge level: 1 · state: ["airborne"]
- Left click within 500 ms → Cross↓ — Chain into light combo
- Right click within 450 ms → Front Kick↓ — Chain into heavy combo
- Left click within 500 ms → Jab↓ — Chain into light combo
- Right click within 500 ms → Roundhouse↓ — Chain into heavy combo
Full catalogue record15 fields · straight from the content catalogue
- Branching
- —
- Chain Requires Hit
- —
- Chains
- —
- Description
- Basic brawling combos. Light chain builds speed, heavy chain builds power. Cross-branch between chains at any point. Whiffing resets the combo.
- Entry Points
- Airborne
- —
- Directional
- —
- Dodge
- Heavy
- —
- Heavy Hold
- —
- Light
- Jab
- Light Hold
- —
- Special
- —
- Guard
- Heavy
- Forearm Guard
- Heavy Hold
- —
- Light
- —
- Light Hold
- —
- Special
- —
- Neutral
- Heavy
- Front Kick
- Heavy Hold
- —
- Light
- Jab
- Light Hold
- —
- Special
- —
- On Guard Hit
- —
- On Parry Success
- —
- Shadow Step
- —
- Sprint
- Heavy
- Flying Kick
- Heavy Hold
- —
- Light
- Running Punch
- Light Hold
- —
- Special
- —
- Global Branches
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- Amount
- 25
- Type
- momentum
- Skill Level
- —
- Stance
- —
- State
- —
- Target Hit
- —
- Description
- Spend 25 momentum on Shatter Blow (from any finisher-eligible node)
- Exclude Tags
- none
- Input
- special
- Priority
- 5
- Tag Filter
- finisher_eligible
- Target
- Shatter Blow
- Window Ms
- 500
- Id
- Unarmed Combos
- Inherits From
- —
- Loadout
- unarmed
- Mechanics
- —
- Name
- Unarmed Combos
- Nodes
- Ability Id
- Jab
- Ability Options
- —
- Branches
- Conditions
- —
- Description
- Continue light chain
- Input
- light
- Priority
- —
- Target
- Cross
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- —
- Description
- Branch to heavy chain
- Input
- heavy
- Priority
- —
- Target
- Front Kick
- Target Ability
- —
- Target Step
- —
- Window Ms
- 450
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- light_chain, combo_starter
- Terminates
- —
- Ability Id
- Cross
- Ability Options
- —
- Branches
- Conditions
- —
- Description
- Continue light chain
- Input
- light
- Priority
- —
- Target
- Hook
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- —
- Description
- Branch to heavy chain
- Input
- heavy
- Priority
- —
- Target
- Roundhouse
- Target Ability
- —
- Target Step
- —
- Window Ms
- 450
- Charge Variants
- —
- Free Request
- no
- Hand
- off
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- light_chain
- Terminates
- —
- Ability Id
- Hook
- Ability Options
- —
- Branches
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- light_chain, finisher_eligible
- Terminates
- —
- Ability Id
- Uppercut
- Ability Options
- —
- Branches
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- Rune of Aerial Channeling
- Resource Min
- Amount
- 50
- Type
- momentum
- Skill Level
- —
- Stance
- —
- State
- —
- Target Hit
- —
- Description
- Skyrend — launch into the air (>=50 momentum, rune)
- Input
- special
- Priority
- 10
- Target
- Skyrend
- Target Ability
- —
- Target Step
- —
- Window Ms
- 600
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- Rune of Aerial Channeling
- Resource Min
- Amount
- 25
- Type
- momentum
- Skill Level
- —
- Stance
- —
- State
- —
- Target Hit
- —
- Description
- Skybreaker — grounded uppercut (25-49 momentum, rune)
- Input
- special
- Priority
- 5
- Target
- Skybreaker
- Target Ability
- —
- Target Step
- —
- Window Ms
- 600
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- —
- Target Hit
- —
- Description
- Gathering Storm — hold LMB, drains momentum while held
- Input
- light
- Priority
- 8
- Target
- Gathering Storm
- Target Ability
- —
- Target Step
- —
- Window Ms
- 1,500
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- finisher_eligible
- Terminates
- yes
- Ability Id
- Front Kick
- Ability Options
- —
- Branches
- Conditions
- —
- Description
- Continue heavy chain
- Input
- heavy
- Priority
- —
- Target
- Roundhouse
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- —
- Description
- Branch to light chain
- Input
- light
- Priority
- —
- Target
- Cross
- Target Ability
- —
- Target Step
- —
- Window Ms
- 450
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- heavy_chain, combo_starter
- Terminates
- —
- Ability Id
- Roundhouse
- Ability Options
- —
- Branches
- Charge Variants
- —
- Free Request
- no
- Hand
- off
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- heavy_chain
- Terminates
- —
- Ability Id
- Side Kick
- Ability Options
- —
- Branches
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- heavy_chain, finisher_eligible
- Terminates
- —
- Ability Id
- Axe Kick
- Ability Options
- —
- Branches
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- Rune of Aerial Channeling
- Resource Min
- Amount
- 50
- Type
- momentum
- Skill Level
- —
- Stance
- —
- State
- —
- Target Hit
- —
- Description
- Skyrend — launch into the air (>=50 momentum, rune)
- Input
- special
- Priority
- 10
- Target
- Skyrend
- Target Ability
- —
- Target Step
- —
- Window Ms
- 600
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- Rune of Aerial Channeling
- Resource Min
- Amount
- 25
- Type
- momentum
- Skill Level
- —
- Stance
- —
- State
- —
- Target Hit
- —
- Description
- Skybreaker — grounded uppercut (25-49 momentum, rune)
- Input
- special
- Priority
- 5
- Target
- Skybreaker
- Target Ability
- —
- Target Step
- —
- Window Ms
- 600
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- —
- Target Hit
- —
- Description
- Gathering Storm — hold LMB, drains momentum while held
- Input
- light
- Priority
- 8
- Target
- Gathering Storm
- Target Ability
- —
- Target Step
- —
- Window Ms
- 1,500
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- finisher_eligible
- Terminates
- yes
- Ability Id
- Skyrend
- Ability Options
- —
- Branches
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD LMB — Meteor Drop
- Input
- light
- Priority
- 10
- Target
- Meteor Drop
- Target Ability
- —
- Target Step
- —
- Window Ms
- 700
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD RMB — Comet Fall
- Input
- heavy
- Priority
- 10
- Target
- Comet Fall
- Target Ability
- —
- Target Step
- —
- Window Ms
- 700
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- Open the air combo chain
- Input
- light
- Priority
- —
- Target
- Air Combo I
- Target Ability
- —
- Target Step
- —
- Window Ms
- 700
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- aerial, launcher, momentum_spender
- Terminates
- —
- Ability Id
- Skybreaker
- Ability Options
- —
- Branches
- none
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- momentum_spender
- Terminates
- yes
- Ability Id
- Air Combo I
- Ability Options
- —
- Branches
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD LMB — Meteor Drop
- Input
- light
- Priority
- 10
- Target
- Meteor Drop
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD RMB — Comet Fall
- Input
- heavy
- Priority
- 10
- Target
- Comet Fall
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- Continue air chain
- Input
- light
- Priority
- —
- Target
- Air Combo II
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- air_chain, aerial
- Terminates
- —
- Ability Id
- Air Combo II
- Ability Options
- —
- Branches
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD LMB — Meteor Drop
- Input
- light
- Priority
- 10
- Target
- Meteor Drop
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD RMB — Comet Fall
- Input
- heavy
- Priority
- 10
- Target
- Comet Fall
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- Continue air chain
- Input
- light
- Priority
- —
- Target
- Air Combo III
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Charge Variants
- —
- Free Request
- no
- Hand
- off
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- air_chain, aerial
- Terminates
- —
- Ability Id
- Air Combo III
- Ability Options
- —
- Branches
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD LMB — Meteor Drop
- Input
- light
- Priority
- 10
- Target
- Meteor Drop
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD RMB — Comet Fall
- Input
- heavy
- Priority
- 10
- Target
- Comet Fall
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- Charge Level
- —
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- Finish air chain
- Input
- light
- Priority
- —
- Target
- Air Combo IV
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- air_chain, aerial
- Terminates
- —
- Ability Id
- Air Combo IV
- Ability Options
- —
- Branches
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD LMB — Meteor Drop
- Input
- light
- Priority
- 10
- Target
- Meteor Drop
- Target Ability
- —
- Target Step
- —
- Window Ms
- 700
- Conditions
- Charge Level
- 1
- Not In Active Frames
- —
- Requires Effect
- —
- Resource Min
- —
- Skill Level
- —
- Stance
- —
- State
- airborne
- Target Hit
- —
- Description
- HOLD RMB — Comet Fall
- Input
- heavy
- Priority
- 10
- Target
- Comet Fall
- Target Ability
- —
- Target Step
- —
- Window Ms
- 700
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- aerial
- Terminates
- yes
- Ability Id
- Meteor Drop
- Ability Options
- —
- Branches
- none
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- aerial, dive
- Terminates
- yes
- Ability Id
- Comet Fall
- Ability Options
- —
- Branches
- none
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- aerial, dive
- Terminates
- yes
- Ability Id
- Gathering Storm
- Ability Options
- —
- Branches
- none
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- momentum_spender, channeled
- Terminates
- yes
- Ability Id
- Running Punch
- Ability Options
- —
- Branches
- Conditions
- —
- Description
- Chain into light combo
- Input
- light
- Priority
- —
- Target
- Cross
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- —
- Description
- Chain into heavy combo
- Input
- heavy
- Priority
- —
- Target
- Front Kick
- Target Ability
- —
- Target Step
- —
- Window Ms
- 450
- Charge Variants
- —
- Free Request
- no
- Hand
- —
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- none
- Terminates
- no
- Ability Id
- Flying Kick
- Ability Options
- —
- Branches
- Conditions
- —
- Description
- Chain into light combo
- Input
- light
- Priority
- —
- Target
- Jab
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Conditions
- —
- Description
- Chain into heavy combo
- Input
- heavy
- Priority
- —
- Target
- Roundhouse
- Target Ability
- —
- Target Step
- —
- Window Ms
- 500
- Charge Variants
- —
- Free Request
- no
- Hand
- —
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- none
- Terminates
- no
- Ability Id
- Forearm Guard
- Ability Options
- —
- Branches
- none
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- defensive, guard, parry
- Terminates
- yes
- Ability Id
- Shatter Blow
- Ability Options
- —
- Branches
- none
- Charge Variants
- —
- Free Request
- no
- Hand
- main
- Loop To
- —
- Position
- —
- Skill Unlocks
- none
- Step Id
- —
- Tags
- momentum_spender
- Terminates
- yes
- Schema
- Combo
- Version
- 1
- Weapon Class
- unarmed