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Combos and the ladder

When a hit lands you may step up: light, then heavy, then skill, then ultimate. Never back down.

Status: Built (signature strings: planned) · Last checked: 14 Nov 2026

A combo is a run of hits that follow each other before the enemy is free again. The game has one simple rule for building them, called the ladder: when an attack lands, you may go straight into a stronger kind of move.

LIGHT (a string of up to three)  →  HEAVY  →  SKILL 1  →  ULTIMATE

You can skip steps, but a combo never goes back down.

The rules

Rule Detail
Only on a hit A miss gives no shortcut, and costs stamina
Which skill is a step Skill 1, the special attack (Fire bolt by default). Skills 2 and 3 are used in the gaps between exchanges
The top step The ultimate. Used as the last step it is a finisher: stronger than usual
Not on the ladder The shield bash, the recovery leap, the back dodge

Examples (Hand and shield, keyboard)

Combo Buttons
The basic string attack, attack, attack
Into the heavy attack, then attack again on the blink and keep holding
Weapon into skill attack, then Q on the blink (the Fire bolt at half cost)
The full ladder a light, a heavy, the Fire bolt, the ultimate
Launch and follow up + attack, jump, air attacks

Timing makes it a true combo

Pressed with ordinary timing, each step leaves a small gap in which the enemy can guard or dodge. Pressed on the weapon's blink it is a perfect link: the enemy stays staggered until the next move has struck. See perfect chain.

What ends a combo

The combo counter

In training the screen shows the hits and the total damage of the current combo.

Nerd section: the exact numbers
Guard rail Value
Each further hit of a combo stuns less 10% less per hit, never below half the normal stun
A combo counts as over After 0.13 seconds (8 frames) in which the enemy is free
The finisher A quarter more damage and push
Fire bolt as a perfect link Half cost (6 stamina)
High damage Throws the enemy out of reach
Skills Each has a cooldown, so one skill per combo

Sunburst and War leap, the other two special attacks, are steps of the ladder too: a light or heavy that has landed can go straight into them (see the seven newer Arts).

Planned, not built

Three named "signature strings" per weapon, each with a small extra when completed (for Hand and shield the working names are Shieldbreaker, Skyward and Riposte). They are in the design, not in the game.