Melee
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⚔️ Melee Combat: Offence & Defence
Melee in Holdfast is a 4-directional system. Whether you are using a musket bayonet, a sword, or a boarding pike, your success depends on matching your direction to your opponent's.
Control Reference
| Action | PC Control | Console Equivalent |
| Attack | Left Click
|
Right Trigger (RT/R2)
|
| Block | Right Click (Hold)
|
Left Trigger (LT/L2) (Hold)
|
| Directional Input | Mouse Movement | Right Thumbstick |
| Feint (Cancel Attack) | Right Click while holding attack
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Left Trigger while holding attack
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🛡️ Defence (Blocking)
Defending is the art of matching your weapon's position to the incoming strike. You can block with muskets, swords, and boarding pikes. Note: Knives, axes, and fists cannot block.
1. The 4-Way Block
To perform a block, flick your Mouse or Right Thumbstick in the direction of the attack and hold the block button.
- Up & Down Blocks: The most common blocks due to the prevalence of bayonets.
- Left & Right Blocks: Primarily used against swords or Cavalry.
- The Logic: Even if a "Down" attack is aimed at your head, you must use a "Down" block to stop it. The crosshair indicator is your best guide for your current active direction.
2. Expert Tips for Defence
- Exaggerate Movement: When starting out, exaggerate your mouse/thumbstick flicks. This ensures the game registers the correct direction even amidst the chaos of a 1v1 duel.
- Grace Period: Blocks are near-instant and have a very slight "linger" or grace period after you release the button.
- Chambering: If you time an attack perfectly against an opponent's attack in the same direction, you may "chamber," effectively blocking and counter-attacking in one motion.
🗡️ Offence (Attacking)
Offence follows the same directional logic as defence but includes a "holding" mechanic.
1. Attack Phases
- Windup: The initial animation where the weapon is pulled back. You cannot deal damage yet.
- Thrust/Strike: The active phase where the weapon can hit the opponent.
- Linger: A very brief moment at the end of the thrust where the weapon can still deal damage if it touches a player.
2. Attack Types
- Up/Down Attacks: Available to all melee weapons. The "Up" attack with a sword typically deals the highest damage but has a narrower hitboxes.
- Left/Right Attacks: Exclusive to swords, knives, and fists. Bayonets and pikes are limited to vertical thrusts.
- Holding Attacks: By holding the attack button, you keep your weapon in the "Windup" phase. Releasing the button triggers the strike. This is used to "feint" or bait an opponent into blocking early.
🩸 Damage Mechanics & Vital Statistics
Damage is calculated based on hit location, movement (dragging), and class-specific buffs.
Hits to Kill (Standard Line Infantry)
| Action | Hits to Kill |
| Upper Body Hit (Direct) | 1 |
| Upper Body Hit (Dragged/Spun) | 2 |
| Lower Body Hit | 2 |
| Fist (Standard) | 4 |
| Fist (vs Grenadier/Buffed Officer) | 5 |
⚠️ Critical Modifiers
- The Vulnerability Rule: Any player hit while aiming or reloading will die in one hit regardless of the melee weapon (Fists will deal 50% damage).
- Sensitivity Lock: The game locks your turn speed during an attack. To bypass this, use the "Block-Attack" transition: Hold Block -> Press Attack -> Release Block.
- Drag Penalty: Moving your camera excessively (spinning or "dragging" the strike) reduces the force of the blow, often requiring an extra hit to kill.
Class Resistances & Buffs
- Grenadiers: Have a permanent, static resistance to melee damage.
- Guards: Can "One-Shot" straight-stab even health-buffed units.
- Officer Charge: Under an Officer’s "Charge" command, Line Infantry can one-shot units that normally have health buffs.
- Medic/Officer Aura: If a Guard unit is near a Medic or Officer, those classes receive a health increase, potentially requiring up to 3 hits to kill if you only land lower-body drags.