Splat Swords Guide: Parries, Weapons, Monsters and Giants

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Splat Swords is a free ragdoll sword fighting game in your browser. Chunky, wobbly fighters swing real weapons in arenas full of traps, a big enough swing sends someone flying into an exploding barrel or off a rope bridge, and every now and then a giant four storeys tall walks in. It looks silly, and it is, but the rules underneath are honest physics, and the bots are sharp. Every fighter, boss and giant is a detailed HD model with real hands wrapped round its weapon. This guide explains how a hit is decided, how to defend, what every weapon is good at, how the creatures fight and how to bring a giant down.

How a hit works

Every weapon in Splat Swords is a physical stick in your fighter’s hand. It only hurts while it is swinging, and only where it actually touches a body: the head, the torso or the upper arms and legs. Between two frames the game sweeps the blade from where it was to where it is, so even a very fast swing cannot pass through someone without touching them.

How much a hit does depends on how fast the blade is moving where it lands:

The last blow of every combo is a finisher: it hits harder and throws further. Heavy swings do roughly twice the damage of a slash, grow stronger the longer you charge them, and knock fighters off their feet. On Normal you take a little more than you deal; on Hardcore hits hurt a lot more, so defend.

Controls

ActionKeyboardPhone / tabletGamepad
MoveW A S D or arrowsAnalog stick (left)Left stick or D-pad
Attack (hold = heavy)J, Space or left mouse buttonATTACKX
Dodge rollK or ShiftDODGEA
Block / parryL or right mouse buttonBLOCKRB
ThrowITHROWY
PauseP or EscPause buttonStart

Your swings and throws aim at the nearest enemy, or at the one you push the stick towards. On a computer the mouse pointer aims instead. Every key and button can be remapped in Options > Controls.

Defending

Block

Hold BLOCK to raise your guard. Any hit from the front is stopped, but it costs stamina: the harder the hit, the more it costs. If the bar runs out while you are blocking, your guard breaks and you stagger, wide open. Spiked maces and flails get a little damage through a guard, and blocking a giant’s club is hopeless.

Parry

Raise the guard just before a hit lands (inside about a sixth of a second) and you parry it. A parry costs no stamina and throws the attacker’s arms up for most of a second: a free hit, or time to charge a heavy. A thrown weapon that you parry flies straight back at whoever threw it. Watch the enemy’s wind-up, not their blade: every attack starts with the weapon drawn back, and it glints as it goes.

Clash and bat

When two swinging blades meet, they clash and both bounce off; a much heavier weapon smashes straight through. A swinging blade also bats thrown weapons away.

Dodge

The dodge roll is invulnerable for most of its length. It costs a quarter of your stamina, and you can roll out of the end of your own swing. Roll out of the red circles a giant’s stomp or a falling bomb or boulder paints on the floor.

Throwing

Everyone carries a sidearm with a few shots per fight: you start with throwing knives, and the Armory sells shuriken (six fast stars), throwing axes, javelins (a hit knocks them flat) and bombs (lobbed, they blow up a moment after landing). Thrown weapons land on the floor: walk over them to pick them up again, and pick up an enemy’s when your own run out. Crates break open into more.

You can also pick up the arena itself: stand next to a crate or an unlit barrel, face it and press Throw to lift it over your head with both hands (your weapon goes away while your hands are full), then press Throw again to hurl it. A crate smashes and spills its pickup, a barrel blows up where it lands. Carrying slows you down and you can’t attack or block, and a dodge or a hit makes you drop it. Enemies, bosses and giants do it too, so give a fighter standing next to a barrel some room.

Special moves

Learn them in the Armory’s MOVES tab; each one has three levels. They count in the Tournament and Free for All; on the leaderboards everyone has every move at level one.

Weapons

WeaponReachSpeedPowerNotes
Arming SwordMediumMediumMediumSlashes, a stab, a rising finisher, a spinning heavy
PitchforkLongMediumLowCheap and long; the heavy is a lunge
Twin DaggersVery shortVery fastLowA blade in each hand, whirlwind heavy
SpearLongestMediumMediumKeep them at the tip
Frying PanShortMediumHighWidest parry window, comedy knockback
Giant ClubLongSlowHighEnormous knockback; the heavy is a home run
Battle AxeMediumSlowHighThe cleave cannot be interrupted
Spiked MaceShortMediumHighSpikes go through guards
Twin SwordsMediumFastMediumEndless flurries
FlailMediumSlowHighA ball on a swinging chain; hard to block
War HammerMediumVery slowVery highThe slam sends a shockwave
KatanaMediumFastMediumLong combo; the heavy dashes across the arena
SledgehammerMediumSlowHighUppercuts that launch, a sky-high heavy
TridentVery longMediumMediumThe skewer pins them to the floor
ScytheVery longSlowHighIts hook pulls victims in
GreatswordVery longSlowVery highWide sweeps, a crushing spin
Great MaulLongSlowestHighestThe pound shakes the whole arena

The creatures

Besides knights, farmers, chefs and duelists you meet ninjas and kunoichi (shuriken, dash strikes), vikings and shieldmaidens (throwing axes and javelins), samurai (the best parries in the game), barbarians, bog witches with bombs, and valkyries. Then the monsters:

The Bestiary in the menu lists all 37 opponents and giants and shows each one going through its moves, a good way to learn a new enemy before you meet it.

Every creature splashes its own colour when hit and pops apart into cartoon pieces when it is knocked out for good. If you prefer, SPLATTER: PAINT in Options turns all of it into bright paint without the bursting.

Giants

A giant’s head is far out of reach, and its tree-trunk club sweeps a huge arc. Here is how to fell one:

  1. Go for the legs. Targets on the giant’s legs show where to hit. Every hit on a shin, an ankle or a knee fills that leg’s meter: a small bar under the target, and the two thin bars under its health. Heavy hits fill it faster. Stick to one leg. Spears, pitchforks and tridents aim at a bare shin by themselves, which makes them great giant weapons.
  2. Watch the plates. Metal thigh plates, knee guards and greaves sit right on the giant’s legs and make blows bounce off with an ARMORED! sign. More of them appear in each new phase (the notches on the health bar), so find the bare spot.
  3. Topple it. A full meter brings the giant crashing down. While it lies there, run to the head (HEAD X3 shows above it, and a ring counts down until it gets up): head hits are critical and do three times the damage, and the body takes double.
  4. Respect its moves. A red ! flashes before every big attack. A rising foot means a stomp: roll out of the red circle. A giant bending low is reaching to grab you: if it catches you, mash ATTACK to break free before it throws you. A giant lifting a boulder, a crate or a barrel will throw it at where you are going to be: keep moving. When it roars, it has entered a new phase and gets faster and nastier.

Your first two giant fights show these steps as big hints on screen (HIT ITS LEGS!, DODGE THE STOMP!, IT FALLS: HIT THE HEAD!), so you can learn as you go.

The Giant Gauntlet runs you through seven giant fights, including a pair of twin giants and the Titan, then round again, harder. The number of giants you fell goes on its own leaderboard.

The arenas

Crates break into a health potion, rage (harder, faster hits for a few seconds), a shield bubble or ammo.

The Tournament

Every run is generated anew: four regions to a cup, four stages in each, with a fork at every fight. The red ELITE road has sharper bots and pays more. Each region ends with a boss (sometimes a giant), each cup with a final boss, and the game picks the bosses you have met least, so over a few tournaments you see them all. The difficulty climbs steadily whatever the map. Your run is saved: pick CONTINUE on the title screen to come back to it. NEW GAME next to it asks first, then starts you over with no coins, weapons, upgrades or heroes; your records and star skins stay. On Hardcore you have one extra life for the whole tournament: lose twice and it starts over from the Bronze Cup with a new map. Winning a cup restores the extra life.

Free for All

You and three bots, everyone for themselves, on one of ten arenas picked at random for every match: Stone Ring, Pillar Hall, The Pitch, Cliff Meadow, Barrel Yard, Rope Bridge, Frozen Lake, Trap Temple, Volcano Rim or Storm Peak. Stay out of the middle early on and let the bots wear each other down. If you are knocked out while two or more are still standing, the fight goes on and you can watch it to the end, or tap or press any key to skip to the results.

Heroes and skins

The Armory’s HEROES tab sells new looks for coins: the Dame Knight, the Shieldmaiden, a Barbarian, the Ranger, a Samurai, a Goblin Hero and a Skeleton Knight. Signed-in players can unlock skins with stars in Rewards, among them the Valkyrie, the Kunoichi, the Ronin and the Berserker. Looks never change the game.

Quick tips

Want more? Try the football in Pixel Pitch or the brick battles of Brick Tanks.

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