CLOVER RPG Wiki

CLOVER RPG Combat Guide

Combat basics

Community gameplay reports describe CLOVER RPG combat as an active system built around attacks, evasion, parries, clashes, posture breaking, guard breaks, and fainting. A fight is not limited to trading hits: use movement and defensive timing to avoid pressure, then capitalize when an opponent's guard or posture is vulnerable.

Community gameplay footage. Controls and combat behavior may change as the game is updated.

Reported controls

The following controls are community-reported:

ActionControlUse
Light attackLeft Mouse ButtonPerforms a light attack.
MisdirectRight Mouse Button after a light attackUse immediately after a light attack.
Heavy attackRPerforms a heavy attack reported to guard break enemies.
RollQRolls to evade.

Using the combat systems

Start with light attacks

Use the Left Mouse Button to initiate a light attack. Community footage also reports a follow-up misdirect: press the Right Mouse Button directly after a light attack to attempt it.

Because the reported input depends on a preceding light attack, practice the sequence against a target until the timing feels consistent:

  1. Use a light attack with the Left Mouse Button.
  2. Press the Right Mouse Button immediately afterward.
  3. Return to movement or continue applying pressure based on the opponent's response.

Evade with rolls

Press Q to roll. Community reports identify evading as part of the combat system, so rolling is a useful response when you need to avoid an incoming attack rather than contest it directly.

Pressure guards and posture

Heavy attacks are reported to guard break enemies, using R. Community footage also identifies posture breaking as a combat mechanic. This makes heavy attacks a reported option for pressuring a guarded opponent and creating an opening.

Do not treat a guard break as a guarantee of a full sequence; the available footage confirms that it can break guard, but does not establish exact damage, recovery windows, or follow-up rules.

Watch for parries, clashes, and fainting

Community reports identify parrying and clashing alongside evasion and posture breaking. These mechanics suggest that attack timing and defensive reads matter during exchanges, while fainting is a possible combat state.

The available community material does not establish exact parry timing, clash conditions, posture thresholds, or fainting penalties. Treat those details as unconfirmed until they can be verified in-game or through updated sources.