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Hit freeze and stun

A hit stops the fight for an instant, then leaves the enemy unable to act for a moment.

Status: Built · Last checked: 14 Nov 2026

Two things happen when a hit lands. First the whole fight stops for an instant (the freeze): it is what makes hits feel heavy. Then the fighter who was hit cannot act for a moment (the stun).

What you will notice

What happens Why it matters
The freeze Both fighters stop for an instant. A light hit hardly at all; a fully loaded heavy clearly; the ultimate longest of all It lets you see what landed
The stun The enemy cannot act for a moment. A harder hit stuns longer It is the time you have to land the next hit
The stagger A few moves force a short stun that interrupts whatever the enemy was doing It breaks the enemy's attack

How to use it

Moves that stagger (Hand and shield)

Shield ram (the first hit of the sprint string), the shield bash, and a broken guard.

Nerd section: the exact numbers

The freeze

Hit Freeze
Any hit 2 frames, plus about 7 frames for every 6% of damage, at most 14 frames (0.23 s)
A light hit About 3 to 4 frames
A fully loaded heavy About 14 frames (0.23 s)
A perfect guard A few frames longer than a hit would give
The charged tackle 4 frames
The ultimate landing 22 frames (0.37 s): the one dramatic beat of a fight

Time spent frozen never counts toward holding a button.

The stun

Shortest 12 frames (0.2 s)
Grows with How hard the hit launches
Longest 70 frames (1.17 s)
In a combo Each further hit stuns 10% less, never below half

The stagger

The enemy is stunned for at least a set time, whatever else applies.

Move Stagger at least
Shield ram 0.33 s (20 frames)
Shield bash (guard + attack) 0.27 s (16 frames)
A broken guard 0.77 s (46 frames)

Other weapons' staggering moves (the Pommel strike, the Pinning shot, the Flank cut, the Slip punch, the Counter jab, a mace pair's heavy, the Clearing ring) are on their own pages.