Controls and settings
Quick answer
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Gladio Mori supports both keyboard-and-mouse and controller play (Steam lists controller support on the store page), and the in-game settings menu covers the usual range: input, camera, audio and graphics. What matters more than any single bind in this game is frame stability — Gladio Mori is a physics simulation, and stable frames are what make timing readable.
Use the controls and settings below to choose inputs that let you repeat a move deliberately.
Quick answers
Does Gladio Mori support controller?
Yes — controller support is listed on the store page and the game has controller-specific options in its settings. Recent patches have changed controller defaults, so check your binds after an update rather than assuming last month's layout.
Where do I change keybinds?
In the in-game settings menu, not in a config file. Every action is rebindable, and the defaults have moved across patches, which is why this site does not publish a static keybind table — a stale table is worse than none.
Why does my input feel unresponsive?
Check frame stability before anything else. Gladio Mori is a physics simulation: a flat 60 fps reads better than a spiky 90, and heavy multi-fighter scenes are the load case. Lower graphics settings until the frame graph is flat, then judge responsiveness again.
How do I use the Pugilist hammer fist on 1.0.3.4?
Action 9, plus Action 2 while in block stance. The September recipe (Action 5 under the crouch stance) is historical; 1.0.3.4 reversed it. See the full input sequence below.
Does invert-Y affect the free camera?
Yes — since 1.0.3.2 it applies to replay and spectator free cameras as well, not just gameplay.
Input methods
- Keyboard and mouse — the standard PC setup; mouse steering gives fine control over swing direction, which matters more here than in most fighters because blade angle decides damage.
- Controller — supported, and the game includes controller-specific tweaks in its patch notes (default keybinds for controller have been adjusted in recent updates). Fighting-game players often prefer sticks for movement feel; the trade is slower camera control.
- Switching mid-session is not something to plan around — commit to one input method and build muscle memory on it.
Settings that actually change fights
- Frame stability over frame peaks. Physics fighters read input on a fixed simulation; a stable 60 beats a spiky 90. If fights feel "unresponsive," lower graphics settings until the frame graph is flat before blaming the netcode.
- Camera sensitivity to your weapon class. Polearm players need less camera speed to track their thrusts; unarmed and knife players need more to stay inside someone's guard while turning. Set it per your main.
- Audio: raise footsteps and impacts. Distance judgement in this game comes from sound as much as sight — you can hear a heavy weapon swing before you can see it.
- Rebind to avoid reaches. If your stance-change or action keys are far from your movement hand, move them. The editor and combat both reward fast input sequences.
Performance notes from the community
- Launch-week performance is version-sensitive. The 1.0 build and its hotfixes changed shadow and physics behavior; if you played Early Access, re-check your settings rather than assuming old values still apply.
- Physics-heavy scenes (multi-fighter free-for-alls) are the load case. Tune settings in a full lobby, not the training arena, if your priority is competitive consistency.
- Controller users: check the patch notes after every update — the developers have shipped controller default changes inside otherwise normal updates.
Current Pugilist input: 1.0.3.4
The October 1 hotfix, 1.0.3.4, reverses the earlier Pugilist moveset change. Special Attack 3 (hammer fist) is available through Action 9, and also through Action 2 (stab) while in block stance. The September 24 instruction to use Action 5 under the new crouch stance is historical, not the current recipe.
- Check that you installed 1.0.3.4 and selected the Pugilist moveset.
- Find the physical key or controller button bound to Action 9 in your settings. The action name is stable for this instruction; your rebinding may change its button.
- Test hammer fist through that action in a solo fight.
- Enter block stance, then test Action 2 for the additional hammer-fist route.
- If a custom moveset behaves differently, compare it with the default Pugilist before changing your entire input layout.
Action 2 outside block stance is not the added route described by the hotfix. Check the stance and selected moveset before treating a failed hammer fist as a missing keyboard bind.
Official 1.0.3.4 notes. The earlier 1.0.3.2 patch also makes invert-Y apply to replay/spectator free cameras and scales tooltips to screen size; neither changes this hammer-fist sequence.
Where to go next
- Put these settings to work: How to Play
- Why angle and timing matter this much: Damage System
- The custom-input workflow these binds serve: Move Editor
Input changes checked October 4, 2026, against official 1.0.3.4 notes. Settings recommendations are separate from default bindings.