Gokudo combat guide
Find the bind first. Then start with the four-hit string, and learn the difference between block, parry and dodge.
A Discord controls post also listed Middle Click.
Official table plus the sway bind from this site's Sep 16 guide. Sway directions → · Controls table ↗
Which defense should I use?
| Incoming situation | Your response | Why |
|---|---|---|
| Normal attack | Block, parry or dodge | Watch posture if you keep blocking. |
| Critical / M2 | Parry or dodge; interrupt if possible | Normal block does not stop it. Hyper-armor prevents M1 interruption. |
| Matching attacks collide | Clash | The longer preceding M1 combo wins. |
| Grab | STRUGGLE mash, then punch | Reverted to grab-and-punch on September 21. Wiki bind is Y / LB+RB. |
| Multiple opponents | Reposition and dodge | An additional iframe dodge is granted. |
Light Attacks (M1)
M1 strings contain up to four hits. Hold M1 to continue the string; the fourth hit is the knockback finisher.
Heavy Attacks (M2)
A Critical / M2 bypasses a normal block and now requires a full combat charge bar. Defend with a parry or dodge, or interrupt it with M1 when the attack has no hyper-armor.
Evasive (Dodge)
Dodge gives a brief invulnerability window without costing stamina or posture. Fighting multiple opponents grants an additional iframe dodge.
Parrying / Perfect Blocking
Face the attacker and block just before impact. A successful parry prevents damage, chip damage and posture loss, and briefly stuns the attacker.
Blocking
Blocking interacts with posture. When the posture bar fills, a guard break leaves you stunned for several seconds.
Grappling / Clashing
Matching attack tiers can clash: M1 against M1 or M2 against M2. The fighter with the longer preceding M1 combo wins the clash.
Rage Mode
Rage triggers at 25% health and can activate once per life. Exact buff values are not listed.