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GUIDE / COMBAT

Combat basics

Combat footage notes on chains, weapon switching, deflects, counters and finishers, with unverified details marked.

Pre-launch edition · corrections September 19, 2026Article review: 2026-09-20 · gameplay untestedSpoilers · Spoiler-free

The combat pillar page. It separates what official footage demonstrates from what no one can claim yet, then gives editorial-first-day fundamentals that hold regardless of final tuning.

The confirmed combat pillars

Official footage

These retained preliminary footage notes describe the presentation, not tested mechanics. The equipment and finisher interpretations below need further source review:

  • Fast attack chains in tight quarters, with a heavy emphasis on relentless offense.
  • Weapon changes appear in preliminary footage notes, but the slot count and mid-combo switching rules have not been verified here.
  • Defensive counters: official footage repeatedly shows blade-clash deflections and reversal finishers against enemy attacks.
  • Aerial attacks and finishers appear in preliminary footage notes. The earlier spectral-partner and title-weapon interpretation remains unverified.

What footage does not prove

Unverified

Trailers are choreography: they do not prove stamina behavior, recovery windows, i-frames, damage numbers, enemy AI or pacing. On this wiki, footage observations are labelled 'official footage' — weaker than a stated feature, stronger than a rumor — and nothing below the pillars counts as confirmed.

There is also zero verified data on: damage values, stagger thresholds, poise, difficulty curves or any numeric tuning. Any page that quotes such numbers without a build version and test method is out of bounds for this wiki.

The three disciplines (editorial)

Editorial guidance

Whatever the final tuning, fast single-character action rewards three habits:

  • Committing with intent: choose whether an attack chain 'commits' (long animation, high reward) or 'pokes' (short, safe) each time you press — and practice both rhythmically.
  • Defending as an attack: in footage, deflections feed counters. The best players treat defense as the start of a combo, not the end of one.
  • Controlling space: the arenas shown have walls, ledges and crowds; position and spacing decisions usually decide fights before the combo does.

Version truth

Editorial guidance

This page describes announcements and footage through September 2026. The launch build may retune anything. When the wiki publishes tested combat data after October 29, 2026, every value will carry a build version and test method.