Combat
ANANTA Combat System: Parry, Break Gauge, and Environment Weapons
ANANTA's combat runs on two buttons and whatever is lying in the street. No four-slot skill bar, no elemental reaction chart, no rotation to memorise. Skill lies in reading the wind-up, breaking the enemy's gauge and grabbing the right piece of furniture.
| Input base | Attack and block; dodge joins once enemies carry guns |
|---|---|
| Heavy attack | Hold attack; slower start, stronger stagger |
| Parry | Tap block as the swing starts, not after the flash |
| Break gauge | White bar under enemy health; empty it for a finisher |
| Player stamina | No cost for sprint, swim, climb or swing |
| Weapons | Street objects with durability, plus a GTA-style gun wheel |
| Finishers | Terrain and object executions on a broken or downed target |
| Energy gauge | Fills from hits, successful blocks and parries; spend it on a finisher |
| Switching | One character per mission; cinematic team-ups are scripted, not free swaps |
The two-button foundation
Every character shares the same input skeleton. Light attacks chain into a contextual combo that shifts with your stance and what you are holding; holding the same button produces a slower heavy strike with more stagger. Block is a hold, and a well-timed tap during the enemy's wind-up becomes a parry. Everything else sits on top of that base.
Guns, environmental objects, character-specific finishers and scripted team-up moments stack on the same foundation. Four separate outlets described the same thing in different words: this is not a game about cycling four cooldowns. It is a brawler with a very deep prop system.
Your damage therefore comes from positioning and timing, not from a rotation. Standing still and trading hits is using the system badly.
The verb set, and what each one is for
The two buttons produce six verbs, and what separates them is how you press, not what you unlock. The inputs below are the closed-test mapping reported by testers, not official defaults; the controls page explains why the native PC layout is still unpublished.
| Verb | Input | Use it for | Timing note |
|---|---|---|---|
| Light attack | Attack button | Opening, building the energy gauge | Tap repeatedly; do not chase a long string |
| Heavy attack | Hold the attack button | Breaking posture on heavy or shielded enemies | Slow start, so do not throw it into a wind-up |
| Block | Hold block | Absorbing blue attacks | A hold, not a tap |
| Parry | Tap block | Opening a counter window | Tap at the start of the swing, not at the flash |
| Dodge | Dodge button or jump | Red attacks; escaping a crowd | Direction matters more than the exact frame |
| Vault | Attack and jump together | Punishing a committed swing; getting behind a target | A counter, not a movement tool |
Players misread the vault more than any other verb. It is not a dodge or a traversal move; pressing it at random walks you into the attack you meant to avoid. Use it when a heavy enemy has already committed to a slow overhead.
The break gauge belongs to the enemy
Under each enemy health bar sits a second, lighter bar: the break or stagger gauge, the closest thing ANANTA has to a stamina system. It belongs to the enemy, not to you. Chip it down and the target becomes vulnerable; empty it and a finisher prompt appears.
Heavy enemies need sustained pressure, and some can counter or reflect your attacks, so mashing is actively punished. Build stagger with heavy strikes and environmental hits, then convert the opening instead of swinging on.
That is why advice about "saving stamina" is wrong here. Your traversal and dodging drain no bar. The only stamina that matters is the enemy's gauge.
How the parry actually reads
Testers describe a colour language: attacks that can be parried flash blue, and a parry opens a short counter animation. Some attacks cannot be blocked at all and must be dodged; blocking them is a losing trade. The blue and red distinction comes from playtest observation, not an official UI document, so treat it as a strong pattern, not a guarantee.
The timing rule matters more than the colour. The parry window sits at the start of the enemy's swing, not when the effect becomes obvious. Players who wait for the flash parry late every time. While learning, watch the shoulder and weapon hand rather than the projectile or trail.
Read the two colours as two questions. Blue asks whether you can time a block; red asks whether you are willing to move. Blocking red is the wrong choice rather than a risky one, and a broken guard leaves you standing in the follow-up. The refined read: the wind-up starts before the colour appears, so the best players are already moving when red shows up, not reacting to it.
A second defensive option sits alongside the parry: a vault over the enemy's back, performed by pressing attack and jump together during a committed swing. It doubles as a punish for telegraphed attacks and repositions you behind the target, which often beats a counter when more than one enemy is nearby.
The street is the weapon rack
Manhole covers, steel pipes, golf clubs, construction hammers, badminton rackets, trash can lids, basketballs and oil drums can all be picked up and used at once. Each has durability, changes your move set and can be swapped mid-fight. The design intent is explicitly Jackie Chan: the fight should look assembled from the room.
Objects extend combos too. Slamming a held enemy into a car shell, a wall or an oil drum adds damage and draws a reaction from nearby NPCs. That is the closest the game comes to a combo route, and it is entirely situational.
Build one habit early: a half-second scan before engaging. What is within arm's reach, and what can be thrown? A fight beside a construction site differs from one in an open plaza.
Once the scan is automatic, objects sort into a priority order:
- Grab what is closest. Covers, pipes, chairs and bins swing straight away and reset the pace of a fight.
- Throw what is far. Barriers, signage and bins interrupt groups and stagger ranged attackers.
- Finish with terrain. Walls, drops, glass and vehicle bodies do the most damage and come with an animation, so they close a fight rather than open it.
- Fall back on strikes. Bare hands are for repositioning, not the plan.
Disarming and finishing
Enemy weapons can be knocked loose and picked up. In practice this is both a defensive tool and a damage spike: taking a shotgun away from a close-range enemy removes their strongest option and gives you one of yours. Playtest reports agree on the mechanic but not on the exact trigger, which appears contextual within a combo rather than a dedicated button.
Finishers come in two families. The first is the break-gauge execution, triggered when the white bar empties. The second is the environmental finish: throwing a target into a trash can, kicking them into a car or hurling them off a ledge. Sources disagree on whether the prompt is a stick press or a weapon-bound special attack; most likely the two describe different target states.
Guns sit in a separate layer
Firearms come from a weapon wheel rather than a build choice: pistol, assault rifle, shotgun, sniper rifle, flamethrower, grenade launcher, rocket launcher and throwables. Cold weapons, environmental objects and martial arts stay available at the same time. Fighting with your hands does not lock out shooting.
That overlap makes the combat feel wider than its two-button base. A typical encounter can start with a parry, move into a disarm, switch to a pipe and finish with a thrown grenade, all without opening a menu.
The energy gauge is a change of pace, not a combo ender
The gauge fills as you land hits and as you block or parry successfully; spending it triggers a character finisher. It is tempting to treat that as the end of a combo, which loses damage. A finisher is a resynchronisation point: after it, ask whether the target is still staggered, not what button comes next.
Spend it rather than hoard it. Holding a full gauge costs you the tempo shift it buys, and the terrain execution usually pays better because it needs no resource at all.
How much each action fills the gauge is unpublished. Playtesters confirm only that attacking and defending both feed it, so treat any quoted fill rate as invented.
Combat and driving are one continuous sequence
Nova City missions do not cut from a fight arena to a racing stage. One sequence can run from a fistfight to a bike, to firing out of the passenger window, to a grapple that pulls a pursuer out of their car, to a swing back up to a rooftop, with no loading screen or mode change.
New players often let go during the driving section and wait for a cutscene. You keep control throughout: the passenger shot, the throw and the grapple are all yours, and a chase treated as a cutscene is a wasted damage window. Build the habit of switching verbs mid-motion instead of treating each phase as its own minigame.
Two cities, two combat grammars
Nova City fights are built around speed and vehicles: car chases with a passenger firing out of the window, shooting out tyres, swinging into a fight from height, chaining environmental objects. Chongxiao fights are slower and more grounded — blades, fists, blocks and counters — with a deliberate wuxia texture rather than a neon effects display.
Media who played the Chongxiao demo called the feel heavy, short and precise: few moves, each with weight, and combo windows that open after a counter rather than from a long chain. That is a build impression, not a frame-data claim, but it does tell you what to expect when the game changes city.
What is still unknown
No official frame data, damage values, cooldowns or invulnerability windows exist. Boss fights were not in the public demo, so boss-specific advice cannot be written yet. The exact finisher input and the formal meaning of the blue and red indicators remain playtest observations, not documented rules. The widely repeated "five-second base ability cooldown" is one outlet's hands-on impression, not a spec sheet, and the energy gauge's fill rate is likewise unpublished.
The short version
Learn the wind-up, break the white bar, and keep one hand free for the street. The combat rewards players who treat the environment as part of their move set and punishes anyone who tries to solve it with a rotation. If a guide gives you multipliers before launch, it is fiction.