Overview[1]
h To M1, press Left Mouse Button (M1) or the Attack button on mobile. The player will punch forward, and by holding M1, they will attack up to four times, with the last hit always ragdolling the opponent(s). A full M1 string will always deal 14% damage (3% + 3% + 4% + 4%). Inputting the correct key with the correct timing will allow the player to perform a different action for the fourth M1 hit in the string.
Critical Hits
Perfectly blocking an opponent's M1 will enhance the player's next basic attack, allowing them to perform a "critical hit". Critical Hits deal triple damage and play a special cracking sound. A subtle sound cue will play if the player successfully performs a flawless block on the target's M1. Critical Hits can last indefinitely until the player is ragdolled, allowing for more strategic play towards a Black Flash. Critical Hits must be performed on a player. Attempting to do this on an Attacking Dummy from the PS+ Gamepass will yield no results. Same goes for Black Flash.
Black Flash
Performing a perfect block after a Critical Hit (without being ragdolled in between) will allow the player to perform a "Black Flash", with black and red particles indicators emitting from the opponent. This does double the damage of the standard Critical Hit (6x the normal M1). Black Flashes can also occur on a different target if the player transfers it to them instead of their opponent. A Black Flash can be performed for up to ~4 seconds after performing a Critical Hit. After that, the user will need to perform another Critical Hit in order to Black Flash again. It is possible to perform Black Flash continuously within this timeframe, however, only 2 Black Flashes can be achieved under normal circumstances. 3 or more is possible by increasing the Attack Speed Multiplier with the PS+ Gamepass. Black Flashes must be performed with two consecutive Critical Hits. If the player successfully attacks again before landing another Critical Hit after, whether by hitting a target with their basic attack or with one of their moveset, the Black Flash will not trigger. Black Flashes must be performed on a player. Attempting to do this on an an Attacking Dummy from the PS+ Gamepass will yield no results. Same goes for Critical Hits. This is most likely due to the associated badge for performing a Black Flash. - The user can also do "Black Flash" to M1 variations like Mini-Uppercut and Downslam (deals 24% damage in a single strike without previous M1s). - The Black Flash is inspired by the Jujutsu Kaisen Series.
Blocking
Holding F will make the player put their arms up in front of them. While blocking, the user is protected from all basic attacks and some moves from a 180 degree angle, but they move significantly slower and cannot perform any other actions while doing so. Some attacks can break through a block, which include, but are not limited to: Normal Punch (up close), Shove, Uppercut, Flowing Water, and Hunter's Grasp.
Dashes
By pressing Q (dash button on mobile), the "dash" function can be used to start a combo, evade attacks, and escape a Ragdoll. Characters may have different dash animations or effects. Forward Dashes and Back Dashes share the same cooldown, meaning if one is used, both will enter a cooldown. The cooldown for a Forward Dash and Back Dash is 5 seconds, and can cover 4.5 tiles* of range. Side Dashes has a function similar to a Back Dash, but Side Dashes have shorter cooldown, being 2 seconds, and cover roughly 3 tiles* of range.; One tile is measured by using one square tile located at the center of the map in public servers. Currently, the size of a single tile is unknown. Side Dashes cover less distance depending on the player's health. This lost distance is likely to keep people from running as effectively, and to reward health advantages in fights. This distance is linear, and can be seen on the graph below: Side Dashes and Back Dashes are handled by the client, meaning there will be zero delays on the player's screen when inputting a dash action regardless of how laggy their client is to the server they are on. However, because Forward Dashes always end with an attack animation at the end of their range, they are considered an attack input, and therefore are handled by the server instead. For example, if the player inputs a Side Dash and is at 150ms ping, the dash will take 0 seconds to start moving, but the dash will not actually happen on the server until 150 milliseconds have passed.
Wall Combo
Each character in the game has a different wall combo that deals 12% damage. To perform a wall combo go up against a wall, tree, trash can, ect. After that do the 4th m1, a downslam, or an uppercut, then forward dash after about 0.2 seconds. ---- Taking damage through any means will stun the player, disallowing them to perform any actions, which includes: Using a counter move(and normal moves), Moving with WASD, or dash Blocking. Certain moves, if missed or blocked, will also leave the player stunned. Examples include: 's Machine Gun Blows. 's Quick Slice. Wild Psychic’s Expulsive Push 's Beatdown. Missing the 4th M1 on any character. Etc. A true punish occurs when the opponent lands a hit on the player during the stun period should the player miss a move/get blocked after using a move. Unblockables can also be used to punish attacks, but keep in mind that they are not always considered true punishes as a dedicated counter move can still be used to challenge the player if they are too late. ---- When a player has Armour, they cannot be affected by M1s and most moves. Most Armour moves require the player to achieve certain conditions (for example hitting an opponent), as attacks that grant this effect immediately upon use are limited. Currently, attacks that grant Armour after a certain condition are: All Wall Combos except The Strongest Hero's Serious Sneeze and KJ's Furious Slap. Downslam (Finisher).
Move Types
Usually, depending on the character's moveset have different types of moves that specializes doing certain tasks. Sometimes the move has multiple, combined features used in a single move while some aren't.
Interactions
Interactions are special in-game animations that happen when two users clash with two specific moves from two specific characters, added in the Cosmic Update. Currently, there are only two interactions that can happen.
Notes/Trivia
Dashes are very versatile like countering a blocking opponent, using it as a combo starter, and dodging attacks. Counter dashing is effective such as C-turn dash and L-turn dash because you can either counter a blocking player and start combos. More information on Zeyu guide. Vanish Dash can also be used for starting a combo, unlike normal dashing, you're invisible for short period of time making your dashes unpredictable. You can make use of this trick with the Deadly Ninja. You can punish your opponent with your Ragdoll Cancel by dashing behind your opponent. Side Dashing has a cooldown of 2 seconds and Forward Dashing has a cooldown of 5 seconds. "Critical Hits" and "Black Flash" cannot be done on a Training/Attacking Dummy as perfect blocking will only work on players. However, both can be transferred onto a Dummy after perfect blocking a player. The only character in the game to have special side dashes is. The term “M1” is an abbreviation of the phrase “MouseButton1,” which is used when scripting an event activated by left clicking. (MouseButton2 is for detecting right clicks) Downslam is the only non-character exclusive finisher. If the opponent falls onto or slams into the floor after getting hit, they will sometimes take an extra 1% damage. This can sometimes happen at the end of an M1 chain, but also some moves like Uppercut and. Every ultimate mode except has I-Frames that last longer than the animation itself, this is likely so you cannot get punished by attacks immune to the awakening's damage (or someone to immediately dash into you and start a combo).





