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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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.