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TotK Combat Tips: Perfect Guard, Flurry Rush, Sneakstrike

Tears of the Kingdom combat tips: Perfect Guard timing, Flurry Rush, 8x Sneakstrikes, charged attacks, headshots, bullet time, throwing, and what Fuse adds.

10/17/2026 QuestFern Team Last updated: 11/5/2026 11 min read

The Legend of Zelda: Tears of the Kingdom keeps the full combat toolkit from Breath of the Wild: the Perfect Guard (parry), the Perfect Dodge into a Flurry Rush, Sneakstrikes, charged attacks, headshots and midair bullet time. Fuse adds a lot on top: shields that breathe fire, arrows that home in, weapons whose attack you build yourself. This page covers how to do each move, when to use it and what it is good for. Buttons are the default Switch layout.

Which buttons do you need?

MoveInput (default Switch controls)
AttackY; hold Y for a charged attack
Lock onZL; with a one-handed weapon this also raises your shield
Perfect GuardHold ZL, press A just before the hit lands
Backflip / Side HopHold ZL, push the left stick back / left or right, press X
Flurry RushPress Y after a Perfect Dodge
SneakstrikeCome up from behind, press Y when the prompt appears
Draw and fire a bowHold ZR to draw, release to fire
Fuse a material to an arrowHold ZR, press up on the D-pad, pick a material
Throw your weaponHold R to aim, release to throw
Throw a materialHold R, press up on the D-pad, pick a material
Crouch (sneak)Press the left stick
Shield surfHold ZL, press X to jump, press A in the air

Where can you practice?

A set of shrine trials called Combat Training each teach one move, with a chest at the end. If you are unsure of the inputs, start with these:

ShrineTrialWhat it teaches
Eshos ShrineCombat Training: ShieldsPerfect Guard, sending fireballs back
Kyononis ShrineCombat TrainingPerfect Dodge into Flurry Rush
Sinatanika ShrineCombat Training: SneakstrikeSneakstrikes
Teniten ShrineCombat Training: ThrowingThrowing weapons
Yamiyo ShrineCombat Training: ThrowingThrowing materials
Makurukis ShrineCombat Training: ArcheryHeadshots
Taunhiy ShrineCombat Training: ArcheryShooting in midair

How do you time a Perfect Guard?

With your shield up (hold ZL), press A in the instant before an attack hits you. The game describes it as “Parry at the right time to repel enemy attacks.” The enemy reels back and leaves an opening for a counter, and sometimes drops its weapon.

The trick to the timing is to watch the attack, not the enemy’s body. For a swing, watch the weapon as it reaches you; for something flying at you, watch the projectile arrive.

Link meets a Construct’s attack with his shield, with a blue flash in front of it
Press A just before the hit lands and Link’s shield knocks the Construct’s attack aside.

What can it reflect?

A shrine hint puts it plainly: “You can reflect a projectile if you parry with your shield at just the right time. Turn the enemy’s attack against them.” Time it right and incoming shots go back the way they came:

  • Training Construct fireballs. Eshos Shrine uses these to teach the move; the returned fireball bursts on the construct.
  • Octorok rocks. The Hyrule Compendium says: “The rocks they spit out can be bounced back with a shield.”
A parried fireball bursts on the Training Construct
A Perfect Guard sends the fireball back and it bursts on the Training Construct.

What do fused shields do?

Shields can be fused too, and what you attach changes what happens when you raise the shield, swing it or take a hit:

  • Sharp, spiky things: the game’s tip says a shield with a spike-shaped thing fused to it deals damage when you swing it at an enemy. A spiked shield is also said to hurt the attacker when you Perfect Guard.
  • Elemental materials like a Fire Fruit: they go off when an enemy hits the shield; a Fire Fruit bursts into flame when an attack lands on it.
  • Zonai devices: the game notes that some Zonai devices make powerful defenses when fused to a weapon or shield. A Flame Emitter shield breathes fire when you raise it, and a Rocket shield launches you into one high jump.

Defense and durability for every shield are on the shield list.

How do Perfect Dodges and Flurry Rushes work?

Hold ZL to lock on and press X just before an attack lands: push the left stick back to backflip, or left or right to side hop. Get the timing right and it is a Perfect Dodge: time slows down and you can mash Y for a Flurry Rush, where Link dashes in and lands a string of hits.

Match the dodge to the attack. The game’s control guide puts it this way:

  • Sideways attacks (horizontal swings): backflip.
  • Vertical attacks (overhead slams, forward lunges): side hop.

The number of hits depends on your weapon: 7 with a one-handed weapon, 4 with a two-handed weapon. The rush stops if another enemy hits you or your weapon breaks.

Link dashes at a Lynel after dodging its attack, with a button prompt on screen
After a Perfect Dodge, time slows down: mash Y to Flurry Rush the Lynel.

The Royal Broadsword, Royal Claymore and Royal Halberd have a bonus that “increases the power of flurry rush during perfect dodge,” so bring one if you plan to rely on rushes. Dodging into Flurry Rushes is also the main plan against Demon King Ganondorf, though in the last phase he dodges your rush and counters, so you have to dodge once more before you get in. The whole fight is on the final battle walkthrough.

How do Sneakstrikes work, and how strong are they?

Come up behind an enemy that has not noticed you, or one that is asleep, and a Sneakstrike prompt appears; press Y. A Sneakstrike deals 8 times your weapon’s damage.

A Silver Bokoblin with a question mark over its head, with a Sneakstrike prompt on screen
This Silver Bokoblin has lost track of Link (note the question mark), so getting behind it brings up the Sneakstrike prompt.

Ways to get close unnoticed:

  • Crouch. Press the left stick; you move slower but make less noise.
  • Wait for rain or night. Footsteps are harder to hear in the rain, and some monsters sleep at night. Lizalfos are the exception: the Compendium says they never sleep.
  • Come in from above. If a camp has a tall lookout packed with monsters, glide in to the top floor.
  • Use a Puffshroom. Its cloud blocks enemies’ vision, and the game’s tip is that “while enemies are disoriented by the smoke, you’ll have a chance to move in for a sneakstrike.” Fuse one to an arrow to do it from range.

The Eightfold Blade “yields more powerful sneakstrikes than ordinary blades,” and the Stealth set makes you harder to notice.

Charged attacks: what changes between one-handed, two-handed and spears?

Hold Y to charge and release to attack. Charging uses stamina, and the game’s tip is to “time your attack carefully.”

WeaponCharged attack
One-handedSpin Attack: one wide circle around you
Two-handedLink keeps spinning while you hold Y until you let go or run out of stamina, then finishes with a heavy strike
SpearA rapid string of forward thrusts

The Soldier’s Broadsword and Soldier’s Spear “enable quicker charged attacks,” and the Soldier’s Claymore “consumes less stamina during charge attacks.” If a monster is hiding behind a shield, hitting the shield with a heavy sword knocks it away.

Where should you aim: headshots and weak points?

An arrow to the head is a critical hit that deals 2x damage. Bokoblins, Moblins, Lizalfos, constructs, Wizzrobes and the Yiga all take double damage to the head; Chuchus are weak in the eye and Like Likes in the tongue. A headshot makes a Lynel flinch; see Lynel farming. Weak points for every monster are on the enemy list.

Link on horseback in a snowfield aims his bow at a Wizzrobe floating in the air
Aiming at a floating Wizzrobe from horseback: go for the head for double damage.

A few more from the in-game tips:

  • Hit an Electric Lizalfos’s horn with an arrow and it lets out a huge electric shock.
  • Use fire on an icy enemy, or ice on a fiery enemy, and it may go down in one hit.
  • Hitting an Electric, Fire or Ice Chuchu can make it burst, shocking, burning or freezing the monsters around it.

How do you trigger bullet time?

Hold ZR to draw your bow while you are in the air and time slows down; the game says it lets you “slow down time so that you can aim with greater accuracy,” and players call it bullet time. Slow motion keeps draining stamina and ends when the wheel runs out.

Ways to get airborne:

  • Jump off a high place and draw.
  • Ride an updraft with the paraglider, then draw (this is how Taunhiy Shrine teaches it).
  • Leap off a galloping horse and draw in midair.
  • Raise a shield fused with a Rocket for one high jump.

Against big monsters like Gleeoks, slow motion lets you hit several heads in one jump; see Gleeok locations.

What can fused arrows do?

Hold ZR and press up on the D-pad to fuse a material to your arrow. The ones covered by the in-game tips:

Fused to the arrowEffect
A monster eyeball (for example a Keese Eyeball)Seeks out the target on its own
A monster wing (for example an Aerocuda Wing)Rides the wind for a longer range
PuffshroomSmoke blocks the enemies’ view, a chance to sneakstrike
Muddle BudConfuses a group so the enemies attack each other
Brightbloom SeedLights up an area far away
Fire Fruit, Ice Fruit, Shock FruitThe fruit bursts on impact and releases heat, cold or electricity on the target

How much stronger do fused weapons get?

Fusing a material to a weapon adds the material’s Fuse attack power straight onto the weapon. Uses the in-game tips mention:

  • Monster horns: blades and hammers with higher attack power.
  • A rock: a hammer that can crush sturdy objects.
  • Gems: unleash a hidden power that fires projectiles of fire, ice and so on.
  • Monster tails: an extendable weapon that reaches a little farther.

Gerudo weapons double the Fuse attack power of whatever you attach. Fuse attack power for 148 materials is on the Fuse guide. Fused items can be removed in your inventory, but once removed they cannot be recovered.

When should you throw weapons and materials?

Hold R to aim and release to throw; a thrown weapon that hits is a critical hit for double damage. The game’s tip is to throw a weapon that is close to breaking, and the hit that breaks a weapon also deals double damage. A boomerang flies in a wide arc and comes back to you.

Hold R and press up on the D-pad to throw a material instead, such as a Fire Fruit into a group of enemies or a Bomb Flower.

Is shield surfing any use in a fight?

Hold ZL to raise your shield, press X to jump, then press A in the air to hop on and slide downhill; it costs the shield durability. In Tears of the Kingdom you can also shield surf along mine cart rails. If a fused item gets in the way, Link falls off when he tries to surf, so switch to a clean shield first.

Video walkthrough

FAQ

How do you parry in Tears of the Kingdom?
Hold ZL to raise your shield and press A right before the attack lands. The enemy is knocked back and you get an opening to counter. The Combat Training: Shields trial at Eshos Shrine teaches exactly this.
How do you Flurry Rush in TotK?
Hold ZL to lock on and press X just before the attack lands: pull the left stick back to backflip under sideways swings, or left or right to side hop away from overhead strikes. Time slows; mash Y for a Flurry Rush. The Royal Broadsword, Royal Claymore and Royal Halberd power up the rush.
How much damage does a Sneakstrike do?
Eight times your weapon's damage. Crouch, come up behind an enemy that has not noticed you and press Y at the prompt. Enemies caught in Puffshroom smoke cannot see you, so you can walk around them and sneakstrike. The Eightfold Blade yields more powerful sneakstrikes than ordinary blades.
How does Fuse change combat?
A fused material adds its Fuse attack power to your weapon. On arrows, a monster eyeball makes the arrow home in, a monster wing extends its range, a Puffshroom blinds a group of enemies with smoke, and a Muddle Bud confuses them so they attack each other. On shields, something spiky lets you hurt enemies with the shield, and a Rocket gives one high jump.
How do you trigger bullet time in TotK?
Hold ZR to draw your bow while you are in the air and time slows down. Jump off a high place, ride an updraft with the paraglider, or leap off a galloping horse. Slow motion keeps draining stamina and ends when it runs out.

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