Do I need to buy a Fighting Style to fight?
No — the base Guard, Evade, Lock On, Rush Combo, and Finisher kit works for every student without a purchase. See Fighting Styles for the NPC upgrade on top of it.
Rintama High combat guide: Guard, Evade, Lock On, Rush Combo, and Finisher keys explained, with safe drills on Training Grounds. Verified July 30, 2026.
Watch the actual Guard and Evade cooldown bars plus the Light/Heavy Attack, Lock On, and Finisher control legend before you read the breakdown below.
~7 min read
This Rintama High combat guide breaks down the base melee kit every student fights with — Guard, Evade, Lock On, Rush Combo, and Finisher — plus the actual keys behind each move and where to drill them without wasting a real Roleplay session. Combat only unlocks once Passive Mode is off, and the control layout is the same whether you are sparring on Training Grounds or fighting inside gated Roleplay. Verified August 9, 2026.
| Fact | Detail |
|---|---|
| Platform | Roblox (PC & Mobile) |
| Genre | Delinquent School Roleplay · Melee Combat |
| Modes | Roleplay · Training Grounds · Fight Club |
| Combat gate | Requires Passive Mode off, toggled from the Phone |
| Risk-free practice | Training Grounds — public, no group or Discord gate |
Combat runs on a light/heavy split with a separate Guard, Evade, and targeting layer on top. None of it works until you disable Passive Mode from the Phone and press G to enter combat — the same button also exits combat once you are done.

| Key | Action |
|---|---|
| Left click | Light Attack |
| Right click | Heavy Attack |
| F | Guard — hold to block, but it can still be broken |
| Space | Evade — dodges an attack window, shown with a cooldown bar on screen |
| G | Enter Combat (requires Passive Mode off) / Exit Combat once you are in it |
| Q / E | Cycle to the previous / next nearby target |
| Lock On toggle | Locks your camera and attacks onto the target you are cycling with Q/E |
| V | Finisher — a stronger closing hit once a combo has landed |
| Alt | Shift Lock (toggle) — required for Right click to throw a Heavy Attack instead of just turning the camera |
Shift Lock is a separate toggle from combat itself, but skip it and holding Right click only rotates your camera around your character. Turn it on from Settings (or the Alt toggle once you are used to it) before you ever press G, and the rest of the control scheme behaves the way this page describes.
With the buttons memorised, the next question is what each named move in the fight actually does once you press it.
These five names cover the entire base kit. None of them require a purchased Fighting Style — every student has access to all five from the moment Passive Mode is off.
| Move | What it does | How to trigger it |
|---|---|---|
| Guard | Blocks incoming melee damage from the front | Hold F while facing your opponent |
| Evade | Dodges out of an attack window entirely, with a visible cooldown | Press Space |
| Lock On | Keeps your camera and attacks tracking one opponent instead of drifting off target | Toggle Lock On, then use Q/E to swap targets in a group fight |
| Rush Combo | Chains Light Attacks (and Heavy Attacks) together before your opponent can Guard or Evade the follow-up | Click Left click repeatedly once your target is open |
| Finisher | A stronger closing hit that ends a combo for extra damage instead of just another Light Attack | Press V once a Rush Combo has connected |
Guard stops a single hit or a short exchange, but neither Guard nor a full Evade dodge is meant to carry you through an entire fight on its own. A sustained Rush Combo or a well-timed Heavy Attack breaks Guard outright, so the players who win consistently swap between Guard and Evade instead of holding one button and hoping.
Without Lock On, a fast-moving opponent can step out of your camera and your Light Attacks start swinging at empty air. Toggle Lock On as soon as a fight starts, then tap Q or E if a second student jumps in and you need to swap who you are actually tracking — useful in Fight Club scrambles where more than two players are throwing hands at once.
A Rush Combo is only valuable if you cash it in. Landing three or four Light Attacks in a row and then backing off wastes the opening — press V for the Finisher the moment your opponent is staggered, since that is the hit that actually closes the exchange instead of letting them Guard the next swing.
Reading the moves is one thing; using them without burning a real Roleplay session on trial and error is the next step.
Training Grounds is a separate public Roblox experience from the main Rintama High Roleplay server, so you can drill every move above with zero story stakes and no group or Discord gate to clear first.
Beyond Training Grounds, players also gather at an in-world Fight Club to test their base kit and purchased Fighting Styles against each other outside of story Roleplay. It draws a crowd fast, so treat Training Grounds as the place to learn the five moves and Fight Club as where you actually prove them.
Even solid fundamentals fall apart to a handful of repeat mistakes — the next section is a quick pass over the ones that cost the most fights.
Matched by build plan, shared topics, and guide progression — not random related links.
Scan this table before a real fight instead of re-reading the whole page. It maps the mistakes that show up over and over to the fix that actually solves them.
| Mistake | Fix |
|---|---|
| Fighting with Shift Lock off | Right click just spins the camera without it — turn it on in Settings first |
| Holding Guard the entire fight | Guard breaks under a sustained combo or a Heavy Attack — mix in Evade |
| Never toggling Lock On | Your Light Attacks whiff on a moving target without it, especially in a Fight Club scramble |
| Landing a Rush Combo but skipping the Finisher | Press V once your opponent is staggered instead of repeating a Light Attack |
| Learning combat in gated Roleplay | Drill it risk-free on Training Grounds first |
| Assuming a Fighting Style changes these basics | Fighting Styles sit on top of this kit, not instead of it — see Fighting Styles |
Before your next real fight, run one lap on Training Grounds where you deliberately alternate Guard and Evade instead of leaning on either one, then finish with Lock On plus a full Rush Combo into a Finisher. Once that loop is automatic, spending Yen on a Fighting Style is the natural next upgrade.
No — the base Guard, Evade, Lock On, Rush Combo, and Finisher kit works for every student without a purchase. See Fighting Styles for the NPC upgrade on top of it.
Shift Lock is off. Turn it on in Settings (or the Alt toggle) and Right click throws a Heavy Attack instead.
No — a sustained Rush Combo or a Heavy Attack breaks Guard, so pair it with Evade rather than holding it indefinitely.
It keeps your camera and attacks tracking one opponent so a moving target does not slip out of your Light Attacks; cycle targets with Q and E.
Training Grounds — a separate public experience with no group or Discord gate.
An in-world gathering point where players test their base kit and Fighting Styles against each other outside of story Roleplay, separate from Training Grounds.
Chain Light Attacks into a Rush Combo, then press V for the Finisher once your opponent is staggered.
August 9, 2026
Matched by build plan, shared topics, and guide progression — not random related links.