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Unarmed Combos

Basic brawling combos. Light chain builds speed, heavy chain builds power. Cross-branch between chains at any point. Whiffing resets the combo.

Opening moves

SituationLeft clickRight clickHold leftHold rightSpecial
Out of a dodgeJab↓————
While guarding—Forearm Guard↓———
StandingJab↓Front Kick↓———
SprintingRunning Punch↓Flying Kick↓———

From anywhere in the chain

1

Steps

21
Jab↓Main handLight ChainCombo Starter
  • Left click within 500 ms → Cross↓ — Continue light chain
  • Right click within 450 ms → Front Kick↓ — Branch to heavy chain
Cross↓Off handLight Chain
  • Left click within 500 ms → Hook↓ — Continue light chain
  • Right click within 450 ms → Roundhouse↓ — Branch to heavy chain
Hook↓Main handLight ChainFinisher Eligible
  • Left click within 500 ms → Uppercut↓ — Finish light chain
  • Right click within 450 ms → Side Kick↓ — Branch to heavy chain
Uppercut↓Main handFinisherFinisher Eligible
  • 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
Front Kick↓Main handHeavy ChainCombo Starter
  • Right click within 500 ms → Roundhouse↓ — Continue heavy chain
  • Left click within 450 ms → Cross↓ — Branch to light chain
Roundhouse↓Off handHeavy Chain
  • Right click within 500 ms → Side Kick↓ — Continue heavy chain
  • Left click within 450 ms → Hook↓ — Branch to light chain
Side Kick↓Main handHeavy ChainFinisher Eligible
  • Right click within 500 ms → Axe Kick↓ — Finish heavy chain
  • Left click within 450 ms → Uppercut↓ — Branch to light finisher
Axe Kick↓Main handFinisherFinisher Eligible
  • 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
Skyrend↓Main handAerialLauncherMomentum Spender
  • 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"]
Skybreaker↓Main handFinisherMomentum Spender
Air Combo I↓Main handAir ChainAerial
  • 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"]
Air Combo II↓Off handAir ChainAerial
  • 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"]
Air Combo III↓Main handAir ChainAerial
  • 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"]
Air Combo IV↓Main handFinisherAerial
  • 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"]
Meteor Drop↓Main handFinisherAerialDive
Comet Fall↓Main handFinisherAerialDive
Gathering Storm↓Main handFinisherMomentum SpenderChanneled
  • 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
Forearm Guard↓Main handFinisherDefensiveGuardParry
Shatter Blow↓Main handFinisherMomentum Spender
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
  1. 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
  1. Ability Id
    Jab
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Continue light chain
      Input
      light
      Priority
      —
      Target
      Cross
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. 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
    —
  2. Ability Id
    Cross
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Continue light chain
      Input
      light
      Priority
      —
      Target
      Hook
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. 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
    —
  3. Ability Id
    Hook
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Finish light chain
      Input
      light
      Priority
      —
      Target
      Uppercut
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. Conditions
      —
      Description
      Branch to heavy chain
      Input
      heavy
      Priority
      —
      Target
      Side 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, finisher_eligible
    Terminates
    —
  4. Ability Id
    Uppercut
    Ability Options
    —
    Branches
    1. 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
    2. 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
    3. 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
  5. Ability Id
    Front Kick
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Continue heavy chain
      Input
      heavy
      Priority
      —
      Target
      Roundhouse
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. 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
    —
  6. Ability Id
    Roundhouse
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Continue heavy chain
      Input
      heavy
      Priority
      —
      Target
      Side Kick
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. Conditions
      —
      Description
      Branch to light chain
      Input
      light
      Priority
      —
      Target
      Hook
      Target Ability
      —
      Target Step
      —
      Window Ms
      450
    Charge Variants
    —
    Free Request
    no
    Hand
    off
    Loop To
    —
    Position
    —
    Skill Unlocks
    none
    Step Id
    —
    Tags
    heavy_chain
    Terminates
    —
  7. Ability Id
    Side Kick
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Finish heavy chain
      Input
      heavy
      Priority
      —
      Target
      Axe Kick
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. Conditions
      —
      Description
      Branch to light finisher
      Input
      light
      Priority
      —
      Target
      Uppercut
      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, finisher_eligible
    Terminates
    —
  8. Ability Id
    Axe Kick
    Ability Options
    —
    Branches
    1. 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
    2. 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
    3. 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
  9. Ability Id
    Skyrend
    Ability Options
    —
    Branches
    1. 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
    2. 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
    3. 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
    —
  10. 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
  11. Ability Id
    Air Combo I
    Ability Options
    —
    Branches
    1. 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
    2. 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
    3. 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
    —
  12. Ability Id
    Air Combo II
    Ability Options
    —
    Branches
    1. 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
    2. 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
    3. 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
    —
  13. Ability Id
    Air Combo III
    Ability Options
    —
    Branches
    1. 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
    2. 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
    3. 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
    —
  14. Ability Id
    Air Combo IV
    Ability Options
    —
    Branches
    1. 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
    2. 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
  15. 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
  16. 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
  17. 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
  18. Ability Id
    Running Punch
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Chain into light combo
      Input
      light
      Priority
      —
      Target
      Cross
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. 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
  19. Ability Id
    Flying Kick
    Ability Options
    —
    Branches
    1. Conditions
      —
      Description
      Chain into light combo
      Input
      light
      Priority
      —
      Target
      Jab
      Target Ability
      —
      Target Step
      —
      Window Ms
      500
    2. 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
  20. 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
  21. 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