Combat System — How Fighting Works
Master True Stun combat, combos, blocking, dashing, and Guard Break in ITAMI.
True Stun Combat
ITAMI uses a True Stun combat system — a skill-based fighting framework where landing M1 hits causes a brief stun on your opponent, preventing them from moving or blocking during your combo. This rewards timing, spacing, and reaction speed over button mashing.
What is True Stun?
When you land the first hit of an M1 combo, your opponent is briefly locked in place (stunned). They cannot block, dash, or attack until the stun wears off or you drop the combo. This creates a window for chaining hits and Quirk abilities.
M1 / M2 Basics
M1 — Basic Attack
Left Mouse Button — a chain of fast hits ending in a finisher. The finisher knocks the opponent back slightly, ending your combo string.
- • 4-hit chain ending in a knockback finisher
- • Causes True Stun on first hit
- • Primary combo starter — chain into Quirk abilities
- • Damage scales with Strength stat
M2 — Heavy Attack
Right Mouse Button — a slower, stronger single hit. The key tool for breaking through a blocking opponent.
- • Single heavy hit with more damage than M1
- • Breaks Block (Guard Break)
- • Slower startup — punishable if whiffed
- • Use to open up defensive players
Block & Dash Mechanics
Block (F)
Hold F to block incoming M1 attacks. Blocking reduces or negates damage from basic attacks, but you are vulnerable to M2 (Guard Break). You cannot attack while blocking. Use block to survive pressure and wait for an opening.
Dash (Q)
Press Q to perform a quick dodge in your movement direction. Dash has a short cooldown and costs Stamina. Use it to escape combos, close distance, or extend your own combos by dashing after a finisher to reset into another M1 chain.
Controls
| Action | Key | Description |
|---|---|---|
| Basic Attack (M1) | Left Mouse Button | Chain of hits ending in a finisher. Causes True Stun. |
| Heavy Attack (M2) | Right Mouse Button | Slower, stronger hit. Breaks Block (Guard Break). |
| Move | W / A / S / D | Standard 4-directional movement. |
| Block | F | Hold to block M1 attacks. Vulnerable to M2. |
| Dash | Q | Quick dodge in movement direction. Short cooldown. |
| Sprint | Left Shift | Faster movement. Consumes Stamina. |
| Quirk Ability 1 | Z | First Quirk ability slot. |
| Quirk Ability 2 | X | Second Quirk ability slot. |
| Quirk Ability 3 | C | Third Quirk ability slot. |
| Quirk Ability 4 | V | Fourth Quirk ability slot (often Ultimate). |
| Jump / Double Jump | Space | Press once to jump, twice for double jump. |
Guard Break
Guard Break is the counter to blocking. When an opponent holds Block (F), they are immune to M1 damage but completely vulnerable to M2 (Heavy Attack). Landing an M2 on a blocking opponent shatters their guard, leaving them stunned and open for a full combo.
Rock-Paper-Scissors Triangle
ITAMI combat follows a triangle: M1 beats unguarded opponents, Block stops M1, and M2 breaks Block. Reading your opponent and choosing the right option is the core skill of high-level play.
Aerial Combat

ITAMI features aerial combat mechanics. Learning Aerial Mastery from the NPC trainer expands your combo game into the air, allowing you to continue M1 chains and use Quirk abilities while airborne. Aerial hits create new combo routes and escape opportunities.
Combat Tips
Learn M1 timing — mashing will drop your combo. Time each click for the full 4-hit chain.
Dash after the M1 finisher to reset into another M1 chain for extended combos.
Mix M1 pressure with M2 to keep opponents guessing. Never be predictable.
Use Quirk abilities (Z/X/C/V) between M1 chains for maximum damage.
Watch your Stamina — running out mid-fight means no dashes and no sprinting.
Train your stats at the Gym regularly. Higher Strength and Speed directly improve combat performance.
Practice combos in the Underground Rings where PvP is the focus.