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CONTROL Resonant Combo Finishers

Combo Finishers add an extra attack to the end of Dylan’s primary Aberrant weapon string. Equip one in the loadout, then complete the normal chain to use it.

How Combo Finishers Work

A Combo Finisher follows the standard three-hit primary weapon sequence. Its effect comes from the equipped finisher, rather than the shape of the primary form you began with.

There are six finishers to unlock. Each costs a Living Shard to purchase and can be upgraded later in the Gap. Only one can be equipped at a time, so the useful question is which effect fits the fight in front of you: pressure on one tough enemy, breathing room against a group, or an effect that persists after the strike.

The Aberrant also has primary and secondary forms. Keep those separate from the finisher slot when editing the loadout. Buying a move does not necessarily equip it; open the Loadout menu and place the chosen finisher in the Combo slot.

How to Unlock and Trigger a Finisher

Build enough Aberrant Strength to access finishers, purchase the one you want with a Living Shard at the Gap’s upgrade structure, and equip it in the Combo loadout.

On a PlayStation controller the primary attack is Square; on Xbox it is X. The finisher comes after the primary chain, not from pressing a separate special-ability button in isolation. If nothing appears, check that the Combo slot is filled and that your attacks completed without an interruption.

A source guide cites 15 Aberrant Strength as the initial unlock condition. Inspect the upgrade structure in your current save for the displayed requirement, since the menu itself is the final authority for a patch or changed progression state.

  1. Open the upgrade area. Travel to the Gap and use the large stone structure for Aberrant forms and Combo Finishers.
  2. Purchase a finisher. Choose a move whose effect fits your preferred primary attacks and spend the required Living Shard.
  3. Equip it. Open Loadout and assign the purchased move to the Combo Finisher slot.
  4. Complete the attack string. Use the normal primary attack inputs, then continue the input at the end to release the added move.

Choose by Combat Situation

A fixed tier list hides the tradeoff between single-target pressure and crowd control. Start with what problem is killing your attempts.

Concussive Beatdown is useful when you have a clean opening against one durable opponent. Its repeated strikes generate Falter, helping set up an execution. Wide Edge solves the opposite problem: enemies crowding Dylan while he is trying to finish a string. The spinning sweep buys distance before another attack or dodge.

Split Pivot leaves a blade effect for a short interval. Its value is in positioning and follow-up, not simply the damage shown on the first contact. If the target moves out of the active area, the effect matters less; use it where an enemy is committed or where several opponents must cross the same space.

Finisher use cases
SituationExample finisherReason
Tough single targetConcussive BeatdownRapid hits build Falter and allow pressure on one enemy
Several nearby enemiesWide EdgeA broad sweep creates space and knocks targets back
Area pressure over timeSplit PivotSpinning blade effect persists briefly after use

Practical Combat Combos

The safest sequence is one you can interrupt when danger appears. Build the opening, finish the primary chain, and be ready to dodge after the added move.

Against a durable enemy

Use mobility to create a clean angle, land primary attacks, then trigger Concussive Beatdown for Falter. Read the enemy’s recovery before committing to another string. A finisher gives pressure but does not make Dylan immune to an incoming heavy attack.

Against a group

Move toward the edge of the pack rather than into its center. Use the primary chain on a reachable target and end with Wide Edge to push back nearby enemies. That creates a short window to reposition or spend a combat ability.

With an area effect

Place Split Pivot where the enemy must stand or travel, then use the space it creates to begin another attack from a safer position. The move is less useful if you launch it into empty ground or against a target already leaving the area.

Mistakes That Break Your Combo

Most failed finisher attempts are loadout or timing problems, not a need to buy another move.

If your input triggers only the ordinary final hit, verify the equipped slot and try against a safe target in the Gap. Testing outside a hectic boss fight makes it easier to see the attack animation and learn the input rhythm.

A Living Shard is a meaningful early purchase. Compare the descriptions at the Gap and choose a situational tool you will actually use. Upgrade branches can change effects, so the base move and a fully upgraded version should not be treated as identical.

  • Confirm the finisher was assigned after purchase.
  • Use primary attacks to reach the end of the chain.
  • Do not pause so long that the attack string resets.
  • Avoid committing to the final attack while an enemy projectile is already arriving.

Tough Enemy Tips

Against bosses and minibosses, Falter pressure is often more useful than a dramatic-looking wide sweep. Concussive Beatdown is a strong example when the target stays in range long enough for the string.

Do not force the full sequence during every opening. Dodge, recover position, and start again when the enemy leaves enough time for the three primary hits plus finisher. If a target repeatedly interrupts you, use a shorter attack window and save the finisher for a stagger or a predictable recovery.

The combat loop combines melee, the shifting Aberrant and abilities. A finisher is one part of that loop. After using it, check your Power and the enemy’s state before choosing another ability or retreating.

Last Reviewed

September 26, 2026.

FAQ

How do I use a Combo Finisher? Equip one in the Combo slot and continue the primary attack input after the standard three-hit string.

Can I equip more than one? Only one Combo Finisher can be active in the loadout at a time.

Which one should I buy first? Choose by need: Concussive Beatdown for a tough single target or Wide Edge when groups keep surrounding you.