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Gladio Mori Guide

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

  1. 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.
  2. 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.
  3. 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.
  4. 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.

  1. Check that you installed 1.0.3.4 and selected the Pugilist moveset.
  2. 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.
  3. Test hammer fist through that action in a solo fight.
  4. Enter block stance, then test Action 2 for the additional hammer-fist route.
  5. 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

Input changes checked October 4, 2026, against official 1.0.3.4 notes. Settings recommendations are separate from default bindings.

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