Move editor guide
Quick answer
The Gladio Mori move editor is where you build your own attacks inside the game — one pose at a time. Every attack is assembled from keyframes: you set a stance, position the limbs joint by joint, adjust the timing, and save the finished move. Chain individual moves into a complete moveset and take it straight into a fight.
It is included in the base game, and it is the reason this game keeps producing new tech: two years into Early Access the community is still publishing movesets that nobody trained for.
What a moveset actually contains
A moveset is built in layers. Every moveset has one default stance, and each stance holds moves and stance changes. A move is a sequence of keyframes, and each keyframe stores the rotation of specific joints at specific times — which is why building good attacks takes a bit of patience rather than clicking a preset list.
- Stance — the base posture everything starts from.
- Keyframes — rotations of individual joints, placed along a timeline.
- Move — a saved sequence that plays as an attack or an action (throws, sidesteps, anything).
- Moveset — stances + moves + stance changes, ready to fight with.
Build your first move, step by step
This is the workflow that community tutorials converge on. You will need a spawn arena or the training area to test in.
- Open the move editor and pick a base. Start from an existing basic moveset (the katana basic moveset is the common starting point in tutorials) so you inherit working stances.
- Pick an empty action slot. Moves attach to input actions, so choose a key or button that has no move assigned. Tutorials commonly demo this on the later action slots.
- Add a new move to the stance. In the default stance, add the move and assign it to your chosen action.
- Pose the skeleton keyframe by keyframe. Rotate the joints for the pose you want, then place the keyframe on the timeline. Keep the limbs you are not animating symmetric — if mirrored limbs drift, the move starts rotating the whole body in place, which is the classic first-project bug.
- Stay inside the boundaries. The editor constrains how far joints can travel for a reason: pushing past the limits tilts the rig and the move breaks visually and mechanically.
- Set the timing behaviour. Decide whether the move plays on press or while the input is held — hold-down is how you make charged or sustained attacks.
- Test with play mode. Reset, press play, and watch the move land. Adjust joint rotations to fix distance and reach.
- Save and take it into a fight. Practice it against a live opponent before you trust it in ranked play; editor-perfect moves feel different in actual combat.
From single moves to a full fighting style
Once a move survives testing, the fun begins: chain moves into sequences, add stance changes mid-combo, and build the punish tools a duel actually needs — a fast poke, a long-range threat, and something for when the opponent is bleeding out and playing desperate. Recreating a favourite movie move is a genre of its own, and the community gallery is full of them.
Sharing, community movesets and mods
- Community gallery: the in-game browser lets you equip a complete moveset made by another player, or cherry-pick single moves into your own set. If a moveset stopped working, check whether the patch changed the joints it animates.
- mod.io integration: Gladio Mori added official mod.io support in December 2025 — mods go beyond the in-game editor and are one of the main ways the community shares work now. See the mods guide for how to install them.
- Record and share replays: the game supports saving replays, which is how most community tech gets proven before it spreads.
Common problems and fixes
- Move rotates the character in place — asymmetric limbs. Fix the symmetry of the shoulder/scapula area first (the most common offender in tutorials).
- Move looks right but whiffs — the reach is in the joints, not the weapon mesh. Extend the wrist and shoulder keyframes, not just the swing arc.
- Move gets weaker after pushing — expected: leverage and stagger systems mean extended swings lose torque when contacted. Build shorter recovery into the move instead of fighting the system.
- Cannot find the move in a fight — check the action slot assignment and whether the stance you saved it under is reachable from your stance changes.
Where to go next
- What each damage type does so your moves exploit it: Damage System
- Weapon movesets to start from: Weapons List
- Installing community work outside the editor: Mods Guide
Last checked: September 20, 2026 — game version 1.0, patch 1.0.2.1. Editor workflow described from in-game documentation and verified community tutorials; UI details may shift between patches and are re-checked here first.