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Overview
Unarmed combat and wrestling is one of the most distinctive elements of Crimson Desert's combat system. Rather than being a separate weapon type that players must equip, bare-handed strikes, kicks, and grapples are always available and can be chained fluidly into any combo alongside weapon attacks. Pearl Abyss has described the system as one where "attacks flow naturally between weapon strikes, bare-hand combat, kicks, and grapples, allowing players to build highly customizable combo chains."
The wrestling system draws heavily from professional wrestling, featuring moves like RKOs, chokeslams, suplexes, and the Giant Swing. Pearl Abyss has cited Samurai Shodown, Final Fight, and King of Fighters as combat inspirations, describing Crimson Desert as "a brawler with some fighting game influences" rather than a traditional action RPG.
How the System Works
Unarmed combat is not a weapon slot that players equip. Instead, bare-handed strikes, kicks, and grapples exist as an always-available combat layer that can be woven into any weapon combo. Kliff MacDuff can swing a sword, transition into a kick, grab an enemy for a suplex, and follow up with another weapon strike in a single unbroken sequence.
Bare hands have their own damage stat, suggesting the possibility of upgrading bare-knuckle fighting independently of weapon upgrades. This opens the door for dedicated unarmed builds.
Grapple Controls
Grapples are activated by pressing two face buttons simultaneously (Circle + Triangle on PlayStation). The resulting move changes based on directional input:
Input | Result |
|---|---|
Grab with no direction | Slams the enemy to the ground |
Grab + directional input | Tosses the enemy in that direction, potentially hitting other enemies |
Grab while sprinting | Sprinting grab that wraps Kliff's arm around the enemy's neck and uses momentum to drag them down |
Different button combinations | Produce different grapple types (spinning, over-shoulder throw, etc.) |
Kick System
The Triangle button (on PlayStation) serves as a dedicated, context-sensitive kick button. The type of kick changes based on Kliff's movement state:
State | Kick Type |
|---|---|
Standing (tap Triangle) | A powerful standing kick that can send enemies flying off cliffs |
Sprinting + Triangle | A running dropkick or missile dropkick |
Rolling + Triangle | A sweep kick that takes enemies off their feet |
Jumping + kick | A two-footed flying kick |
Combo chains | Roundhouse kicks, knee lifts, and Taekwondo-style strikes |
Pearl Abyss has confirmed that Taekwondo kicks were motion-captured from actual martial artists.
Confirmed Wrestling Moves
The following wrestling and grapple moves have been confirmed through official trailers and hands-on preview events:
Move | Description |
|---|---|
RKO / Neckbreaker | Kliff grabs an opponent and leaps into the air for a neckbreaker. Can be performed while sprinting for an aerial smash variation. |
Chokeslam | Kliff grabs an enemy by the throat and slams them into the ground. |
Angle Slam | An Olympic Slam that lifts and throws the opponent. Confirmed in the Features Overview #2 trailer. |
Giant Swing | Kliff picks up an enemy and spins them around before releasing. Described as "Cesaro-style" by journalists. |
DDT | A hip-level grapple that drives the opponent's head into the ground. |
Suplex / German Suplex | Kliff lifts enemies off the ground and throws them backward over his head. |
Hammer Throw | A throwing grapple finisher that launches enemies. |
Izuna Drop | A spinning kick that transitions into a grab-and-throw execution. Inspired by the Ninja Gaiden move. |
Hip Throw / Judo Throw | Throwing enemies over Kliff's shoulder. |
Body Slam | A wrestling-style body slam performed through specific button combinations. |
Clothesline | A running arm strike that knocks enemies down. |
Shoulder Tackle | A charging tackle that sends enemies flying. |
Back Breaker | Bending an enemy over Kliff's knee. |
Force Palm
The Force Palm is an additional hand-based ability activated by pressing the right stick (R3). It draws from a separate Spirit meter rather than the stamina pool. The Force Palm has multiple applications:
Fires a wave of energy from the palm that shoves enemies back
Can be aimed at the ground to launch Kliff into the air for aerial combos
Serves as a mid-air boost for extending aerial time
Functions as a guard-breaking low punch against blocking enemies
Can be elementally enhanced through the Axiom Bracelet
Axiom Bracelet and Elemental Infusion
The Axiom Bracelet is a piece of magical equipment that enables elemental infusions for both weapon and unarmed attacks. It provides three elemental types:
Element | Effect |
|---|---|
Fire | Damage over time, incineration, and explosions |
Ice | Slows and freezes enemies solid |
Lightning | Stuns and paralyzes enemies |
Both weapon strikes and bare-handed attacks can be infused with these elements, allowing for unarmed builds that combine wrestling moves with elemental effects.
Combo Flow
The core combat loop encourages mixing all attack types together. Typical combo patterns described in previews include:
Parry with sword and shield, switch to spear follow-up, kick, then grapple slam
Sprinting grab into neckbreaker, followed by an R1 sword stab
Light and heavy weapon attacks into a dive kick, then transition into a suplex or chokeslam
Perfect dodge into counter-attack, flowing into a grapple finisher
Shield bash into a super jump, transitioning into an aerial grapple or dive attack
Limitations Against Bosses
Wrestling moves are not universally effective. Grapples and throws work against humanoid-sized enemies but are ineffective against very large creatures and bosses:
Boss | Grapple Effectiveness |
|---|---|
Staglord | Grappling completely ineffective due to the boss's size. Forces reliance on timed dodges and weapon strikes. |
Black Bear | Too large for grappling. Players must use other combat approaches. |
Cassius Morten | Humanoid boss where grapples work. Features a finishing grapple sequence requiring a precise button chain. |
Reed Devil | Fast humanoid boss where Force Palm blasts and throws can be effective. |
The Cassius Morten boss fight specifically features a finishing grapple sequence that requires players to chain specific button inputs. If the sequence is entered incorrectly, Kliff gets staggered and takes significant damage, making the grapple mechanic a high-risk, high-reward element of the encounter.
Environmental Interactions
The grapple system extends beyond enemy-to-enemy interactions. Confirmed environmental grapple mechanics include:
Grappling enemies off their mounts and commandeering the mount for yourself
Grabbing environmental objects like stakes or banners from the ground to use as improvised weapons
Kicking enemies off cliffs or into hazards with the standing kick
Throwing grappled enemies into other enemies, using them as projectiles
Journalist Impressions
The unarmed combat system has been one of the most discussed aspects of Crimson Desert across preview coverage:
Shacknews: "You get to RKO someone whenever you want" and the system "rewards you for mastering its systems" and "dares you to experiment."
PCGamesN: "When it clicks it feels like nothing else." Initially found controls complex but ultimately rewarding.
Windows Central: "I can Chokeslam and Angle Slam enemies in this game? Sign me up now." Called it "so rare to see a fantasy RPG fully embrace a wrestling playstyle."
GamingTrend: "Blew me away" with combat quality. Found judo throws and grapples rewarding.
TechRadar: Praised combat depth but noted that many moves require pressing two to three buttons simultaneously.
Related Articles
Topic | Connection |
|---|---|
Combat System | The broader combat framework that includes unarmed combat |
Kliff MacDuff | The protagonist who performs all unarmed and wrestling moves |
Axiom Bracelet | Equipment that enables elemental infusion of unarmed attacks |
Weapon Types | Weapon attacks that chain with unarmed combat |
Cassius Morten | Boss fight featuring a grapple finishing sequence |