How to Play

Controls & Combat

Simple controls. Real timing.

Move, look, punch, parry, grab, emote. The input list is small; the depth comes from charge timing, camera angle, recovery choices, and map position. The reserved keys below are fixed; combat buttons remap in Settings → Controls.

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Arena map

Keyboard and mouse

WASD/arrows, chat (Enter), pause (Esc), scoreboard (Tab), cosmetics (M), and clip save (C) are fixed. Clips require sign-in and clip recording enabled in Settings. Everything else is remappable.

Action Default binding Notes
Move W A S D or arrows Fixed.
Look / aim Mouse Camera angle decides launch direction.
Punch / charge Left mouse Tap for a jab. Hold to charge. Release angle controls where they fly.
Parry Right mouse Ground or air. Has a cooldown.
Grab / throw Left + Right mouse Combo by default. Can be split into its own bind in Settings.
Fist (trackpad fallback) Space For laptop trackpads when fist is on mouse. Not a jump.
Emote E Taunt. Cancels on movement.
Chat Enter Type /report @player reason to report.
Scoreboard Hold Tab Kills, deaths, standings.
Cosmetics M Equip hats, capes, banners, patches, trails.
Save clip C Requires sign-in and clip recording enabled in Settings; then C saves the recent buffer.
Pause Esc Settings, controls, bug report.
FOV Scroll wheel 60°–120° in 5° steps.

Controller

Xbox, PlayStation, and most generic pads work in both the browser and desktop builds. Deadzone, sensitivity, and trigger threshold are all in Settings.

Action Xbox PlayStation Notes
Move Left stick Left stick Deadzone 0.15 by default.
Look / aim Right stick Right stick Quadratic curve, 0.3–3.0× sensitivity.
Punch / charge RT R2 Charge starts past 0.15 pull.
Parry LT L2 Same threshold as punch.
Grab / throw / air tech LT + RT L2 + R2 Also the recovery while ragdolling. Single-trigger pads fall back to A / Cross.
Chat X Square Opens chat input.
Emote Y Triangle Hold to keep emoting.
FOV LB / RB L1 / R1 5° per tap.
Scoreboard View / Back Touchpad / Select Hold to show standings.
Pause Start / Menu Options Toggles the menu.

The four core moves

Tap punch

Quick jab, low damage, fast recovery. Best in scrambles and against parry-happy opponents who keep burning their cooldown on nothing.

Charge punch

Hold to wind up. Full charge glows red. Damage and launch distance scale with charge time. Aim with the camera, not with WASD.

Parry

Reads incoming hits and opens a free counter. Works in the air too. Miss the timing and the cooldown gets you flattened.

Grab and throw

Snatch a player or a piece of debris. Throw it. Hard counter to parry-spammers, and the most cinematic way to win a round.

Advanced moves

Five chains built on top of the core inputs.

Move How to trigger What it does
Rocket Punch Full charge + look up + release Launches you skyward. Rotations, escapes, surprise entries.
Dive Bomb In air + look down + punch Downward strike. Brutal on grouped players and bad landings.
Air Kick In air + full charge + release forward Horizontal dash. Reposition or intercept a recovering opponent.
Ground Pound After mid-air parry: look down + hold punch Pin the target into the floor. Guaranteed conversion if you land the parry first.
Mid-air Parry While ragdolling: tap parry Flip out of a knockdown. Sets up Ground Pound or saves you from a ring-out.

Weapons, power-ups, mutators

Pickups and mutators reshape the round. Full breakdown in the weapons and powerups guide.

Weapons

Javelin, Bananarang, Singularity Grenade, Sticky Bomb, Dodgeball, Ballistic Fist, Piston. Range, durability, and recovery vary.

Power-ups

Mega Punch, Invincibility, Finisher, Laserbeam, Ballistic Fist. Some aimed, some persistent, some cancel on hit.

Round mutators

Chaos Unleashed, Low Gravity, Physical Education, Javelin Rain, Admin Abuse. The round rules change, not the controls.

Game modes

Fist for All

Free-for-all. Most kills at the time limit wins.

King of the Hill

Hold the zone to earn points per second. Mode points decide the standings, not raw kills.

Custom lobbies

Private rooms with your own rules, mutators, and map list. Stats here do not feed your official profile.

Six things that win rounds

  • Parry late, not early. Early parries let the attacker re-aim mid-charge.
  • Throw jabs between charges. Always-charging is a tell, and your opponent will read it.
  • Watch your back foot. If an edge is behind you, reset before the next exchange.
  • While ragdolling, tap parry to recover, then look down and hold punch to Ground Pound.
  • Vote new maps. The arena you camp is the arena where you stop improving.
  • Use official servers when stats matter. Custom lobbies are for casual play, private rooms, and testing.
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