Inputs and Decisions
Fist, parry, grab. Mix them right.
Three core buttons plus movement, camera, and recovery. Depth comes from how charge time, parry timing, and grab range interact. Here is each one as it behaves in-game.
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Default bindings (and what you can remap)
The defaults: Left Mouse fist, Right Mouse parry, Left + Right together grab, E emote, mouse to look, scroll wheel for FOV in 5° steps between 60 and 120. WASD or arrows move and cannot be remapped, same with Enter, Tab, Escape, M, and C. Space is a trackpad fist fallback.
Everything else lives under Settings → Controls. Switch grab to a dedicated button instead of the LMB+RMB combo, move fist or parry to a keyboard key, change the emote key, or override mouse bindings with keyboard equivalents.
On controller the layout follows the standard W3C gamepad mapping: left stick to move, right stick to aim, RT/R2 to charge, LT/L2 to parry, LT+RT for grab, A or Cross as a single-trigger grab fallback, Y or Triangle to emote, X or Square to open chat, LB/RB or L1/R1 to change FOV.
Tap punch vs charge punch
The fist button has two outcomes depending on hold time. A tap (released in the first sliver of the hold) throws a low-damage jab. A charge winds the punch up over time, with damage and launch force scaling as you hold. Your camera angle on release decides where the target goes.
New players throw only full charges. Full charges are loud, slow, and easy to parry on reaction. Tap punches win scrambles, interrupt greedy charges, and force the other player to respect your shorter range. Strong sequences often end with a charge but rarely start with one.
The parry button does three jobs
Parry is more than a block. The same input handles:
- Defend a hit on the ground: A clean parry stops the punch and opens a short counter window.
- Midair parry: Tap parry while ragdolling in the air to flip out of the knockdown. Some players call this air tech. It sets up the Ground Pound chain.
- Wall parry into counter-dive: Parry an attacker with your back against a wall and the move converts into an automatic homing dive with roughly 65% tracking. No charge or aim needed.
Parry has a cooldown. Hold the button when you have read the threat or have a recovery to use it on.
Grab: the answer to defensive players
The default grab is a combo. Press Left Mouse and Right Mouse together for a windup, hold, and throw sequence. If the combo is uncomfortable, switch grab to a dedicated button in Settings.
Grab is strongest when the opponent expects another punch and is either holding parry or backing up. It bypasses parry and lets you reposition the target before throwing. Near a ledge, a grab can beat a full-charge launch because you choose the throw direction.
Whiff a grab in open space and you give up positioning. Use it as a punish or mixup, not as your opener.
Five advanced moves on top of the basics
Fister chains five named moves off the core inputs. Triggers below match the in-game controls reference.
- Rocket Punch. Full charge, look up, release. Launches you into the sky along your aim. Use it for height, lane crossing, or escaping a corner.
- Dive Bomb. Airborne, look down, punch. A downward attack from the air. Separate move from Rocket Punch. You do not need a launch first.
- Air Kick. Airborne, full charge, release forward. A horizontal charge release for dashing sideways through the air.
- Ground Pound. After a midair parry, look down and hold punch. The follow-up that pins a target into the floor.
- Midair Parry. While ragdolling in the air, tap parry. Flips you out of a knockdown and sets up the Ground Pound chain.
Transforms are a separate layer. Modifiers like Chaos Unleashed and Admin Abuse can put a player into car mode or tank mode mid-round, with their own grab and dash behaviors.
Camera and FOV
FOV is on the scroll wheel, clamped to 60–120 degrees in 5 degree steps, and persists between sessions. Lower FOV magnifies the action and helps with precise punches. Higher FOV reveals more peripheral threats but flattens distance reads. Try 95–110, then nudge after a few rounds.
The camera angle is a combat input. Looking up during a full-charge release turns a punch into a Rocket Punch. Looking down while airborne turns a punch into a Dive Bomb. Sideways angles change whether a target lands inside the arena or off a ledge.