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 Left Trigger while holding attack

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.

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.

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.

Attack Phases

  1. Windup: The initial animation where the weapon is pulled back. You cannot deal damage yet.
  2. Thrust/Strike: The active phase where the weapon can hit the opponent.
  3. Linger: A very brief moment at the end of the thrust where the weapon can still deal damage if it touches a player.

Attack Types

  • Up/Down Attacks: Available to all melee weapons. The "Up" attack with a sword typically deals the highest damage but has 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.