Four buttons, different decisions

Use ← for a Quick attack, → for a Heavy attack, ↓ for Guard and ↑ for the action your Ki currently allows. The in-game pads show the same controls on touch screens. Watch the action card: the meaning of Up changes as you build Ki. If you came to MVT through Teamfight Tactics (TFT), treat this as a separate skill to learn: you directly control your Captain during this encounter.

Quick attacks are fast and help build resources. Heavy attacks take longer to land and can break a Guard held too early. Neither attack is a universal answer. Read the opponent’s wind-up before committing to a slower move.

Time your Guard

Guard reduces the damage of many incoming attacks. Begin it just before a blow lands for a Perfect Guard, which rewards your timing and creates an opening. Holding Guard continuously gives the opponent time to answer with a Heavy attack.

Practice the difference between seeing an attack begin and reacting near its impact. A late input cannot undo a hit that has already resolved. Watch the hit feedback, release Guard after the exchange, and prepare your next action.

Know what Up will do

Below 25 Ki, Up powers you up and leaves an opening while it charges. From 25 Ki, it can fire a Ki Blast. At 50 Ki, your Captain’s Signature becomes available. At 100 Ki, an unused Ultimate takes priority. These thresholds follow the current game rules.

Different Captains have different Signatures: a rush, barrage, piercing attack or counter has its own threat and response. Read the selected Captain’s move description before the duel. Spending Ki now can win an exchange, but it also changes which move is available next.

Defend the Ultimate and answer a clash

When an Ultimate begins, follow the on-screen directional defense prompts. Correct answers reduce the incoming damage. Respond to the current arrow rather than repeating the input from the previous prompt.

Attacks that meet can trigger a clash with its own prompt sequence. Follow that sequence and the encounter’s feedback. Story bosses use a different finale: alternate the displayed left and right inputs when instructed. Do not treat every encounter as the same button-mashing challenge.

Build a repeatable practice routine

Open Learn to Play and choose the Captain Clash lesson. First learn to recognize Quick and Heavy attacks. Then practice Guard timing without trying to fit an attack into every opening. Finally add Ki decisions and your Captain’s Signature.

After the duel, use the result to choose one habit to improve. If you were interrupted while charging, look for safer openings. If Guard kept breaking, change its timing. Your wider run still depends on the crew you build, so take the lesson back to your next planning round.