Clover RPG controls for PC combat

Equip a fighting style, then start with left click for normal attacks. R triggers a critical attack and F is the block/parry input. The developer lists the same basic inputs across fighting styles; a keybind alone does not guarantee that a particular enemy attack can be parried.

Practise normal attacks and defensive inputs separately before trying to chain them. If you are learning a new weapon, distinguish its basic attack from an ability you still need to unlock. The weapon proficiency guide explains the dojo step.

InputActionCondition
Left clickNormal attackFighting style equipped
RCritical attackFighting style equipped
FBlock / parryTiming and incoming attack still matter
Q + movement keyRollChoose the direction with the movement input

Sprint, roll and climb

Double-tap W, A, S or D to sprint in that direction. To roll, combine Q with a movement key. The documented climb input is pressing Space twice near a wall; jumping in an open area does not meet the wall condition.

Use these movements to reach an actual quest destination rather than replacing the required interaction. When a task asks you to return to an NPC, arriving nearby is only the travel part. Read the prompt and finish the conversation.

Misdirect and aerial inputs

The developer describes a misdirect as pressing right click after left click to perform an alternate attack. This is a sequence, rather than a replacement name for the normal left-click attack.

For the documented aerial attack, enable shift lock, jump and press left click. The developer describes knockdown as its result. This guide does not assign an unverified timing window, damage multiplier or controller equivalent.

Keyboard scope and input checks

These are PC keyboard and mouse instructions. Clover RPG also supports console, but a verified controller mapping is not included here. Do not translate F, R or U into guessed gamepad buttons.

Before assuming a combat input has failed, check that the fighting style is equipped. For a utility action, check which item you selected from the wheel. For a quest object, move close enough to see its interaction prompt. These are input conditions, not claims that a specific bug has been fixed.