Overview

Combat guide
Melee is quick, readable, and punishing once you learn the directions.
Holdfast uses directional attacks and blocks. Most infantry fights come down to reading the strike, matching the block, and choosing when to commit instead of flailing into the first guard you see.
Core skillMatch the incoming attack direction before countering.
Common mistakeTurning too hard during a swing can weaken the hit.

Controls

The enum page separates melee actions into holds, strikes, and blocks. In normal play, that means you are choosing a direction, holding or releasing an attack, and changing your block as needed.

Action PC Controller
Attack Left Click RT / R2
Block / Aim Right Click LT / L2
Choose Direction Mouse movement Right Stick
Hold Attack Hold Left Click Hold RT / R2
Cancel / Feint Block while holding the attack LT / L2 while holding the attack
Melee Mode X by default Controller bind / weapon state toggle

Version 3.00 made the melee-mode switch indicator visible for keyboard and mouse players. If the indicator is distracting, check the Reload Hint setting.

Blocking

Blocking is about matching the incoming strike, not where the weapon visually lands on your screen.

  • High and low blocks cover the common bayonet and pike thrust directions.
  • Left and right blocks matter most against swords, knives, fists, and cavalry.
  • Do not panic-swap directions once the attack is already landing.
  • Practice wide inputs at first. Small mouse or stick motions are easy to misread in a crowded fight.

Early 2.x releases increased melee leeway, and later updates fixed several input and timing issues. The system is still unforgiving, but it is more readable than older builds.

Attacking

A good attack is not just pressing the button. You can hold a strike, release late, cancel, or force a bad block from your opponent.

Attack Habit Why It Matters
Hold before release Makes opponents guess early and can pull out a bad block.
Do not spin wildly Dragging too hard can reduce damage and cost you the one-hit kill.
Use range Bayonets and pikes want distance. Swords and knives need you closer.
Punish reloads A player aiming or reloading is usually far easier to finish in melee.

If you are learning, fight slower than you think you need to. Read the other player first, then answer.

Weapons & Damage

Not every melee weapon plays the same way.

Long reach and strong straight-line pressure, but limited attack angles.
Flexible side attacks and strong cavalry use. Officers, cavalry, and some redesigned classes can carry them.
Work well against structures and close targets. Carpenter and Sapper tools received several 5.x changes.
Useful in ship boarding, deck fights, and crowded naval melees.

Release-note changes worth knowing:

  • The 5.x redesign lets Line Infantry and Grenadiers equip swords.
  • Grenadiers keep a melee-resistance identity through their Resilient trait.
  • Officer Charge improves nearby melee pressure, so a line under charge is more dangerous than isolated infantry.
  • Light Infantry lost the old passive movement-speed/melee-debuff tradeoff and now uses Dash for short bursts of movement.
  • The Carpenter's two-handed axe now swings in three directions and can block.
  • Buffed officers and surgeons no longer survive point-blank firearm shots, reducing some old health-stack edge cases.
  • Moveable artillery can now be damaged with melee weapons.

Mounted & Naval Melee

Melee changes when the ground is moving under you.

  • Cavalry: Speed adds threat, but it also makes timing harder. Swing as you pass, not after you have already crossed the target.
  • Infantry versus cavalry: Stakes, small chevaux de frise, and good spacing matter more than chasing horses.
  • Naval boarding: Ship movement used to make hit detection rougher; Age of Sail improved firearm and melee strike detection on moving ships.
  • Ship decks: Expect clutter, ladders, cannons, and teammates. Short, clean attacks are safer than huge camera swings.

For cavalry-specific controls, see Horseback Riding. For ship fights, see Naval Combat.

Release Notes Check

Important melee-related updates reflected here:

  • 0.x-1.x: Cavalry, trampling, bayonet, kick, melee arena, and early melee combat fixes shaped the base system.
  • 2.12: Melee leeway was increased, and Carpenters received a short sword.
  • 2.x: Block/default stance rotation speeds were aligned, combat-mode hints were added, and multiple weapon-switching issues were fixed.
  • 3.00: The melee-mode indicator and controller melee aim assist were added.
  • 4.00: Melee detection on moving ships was improved.
  • 5.00-5.20: The class redesign changed swords, axes, grenades, satchels, artillery damage, melee timings, and several class survivability cases.