Attack Phases

The attacks of all melee weapons are broken up into multiple phases, each with their own distinct durations in milliseconds. You can find out the details of each individual weapon on their respective pages.

= Windup =

where your weapon 'pulls back' (telegraphs). The purpose of the windup animation is to allow the opponent to react to the attack type. You may still parry.

Early Windup
Feints & Morphs can be performed. If so, stamina is consumed.

Early Release
Damage isn't dealt, but can be parried/chambered.

= Release =

Your weapon will deal damage to whoever touches it. Your player performs a grunt during this phase. You may still parry.

Late Release
Damage is dealt & Clashes can occur.

= Recovery =

Where you are recovering back to an idle position of an attack. You will be unable to perform any actions in this state. If an attack misses, stamina is consumed.

= Combo =

At this point, you may input another attack, and you will transition into another attack from the opposite direction.