FIELD GUIDE / COMBAT
CONTROL Resonant Combo Finishers: How to Unlock and Use Them
If you have been pressing the attack button at the end of a melee string and nothing special happens, you probably have not missed a secret input. A Combo Finisher must first be unlocked in The Gap and assigned to the Combo slot in your loadout. It…
If you have been pressing the attack button at the end of a melee string and nothing special happens, you probably have not missed a secret input. A Combo Finisher must first be unlocked in The Gap and assigned to the Combo slot in your loadout. It then follows the primary form's full basic attack sequence. This guide starts with that practical setup, then helps you decide which of the six finishers deserves your first Living Shard.
If you have been pressing the attack button at the end of a melee string and nothing special happens, you probably have not missed a secret input. A Combo Finisher must first be unlocked in The Gap and assigned to the Combo slot in your loadout. It then follows the primary form's full basic attack sequence. This guide starts with that practical setup, then helps you decide which of the six finishers deserves your first Living Shard.
Unlock the Combo menu
Raise Aberrant Strength to 15. Return to The Gap, interact with its monolith, and open the Combo Finishers tab. The Beebom finisher guide describes a one-Living-Shard initial unlock for each finisher. Check the cost displayed in your own build before spending: subsequent branch upgrades use other materials, and costs or availability can change with updates. If the tab is unavailable, look at your current Aberrant Strength before searching for a particular boss or mission trigger.
The unlock is only half of the process. Open Loadout, select Combo, and assign the finisher you bought. Return to an ordinary enemy that can survive several hits. Perform the primary form's basic combo without switching forms or interrupting the string, then continue the attack input into the final strike. On a PlayStation controller, the cited guide describes continuing Square. The precise rhythm is easier to learn on a durable target than on a weak Drone that dies before the sequence ends.
Which finisher should you unlock first?
| Finisher | What its first-level move does | Most useful when |
|---|---|---|
| Concussive Beatdown | A short sequence of hard hits builds substantial Falter | You want dependable close-range pressure on a single target |
| Uppercut Surge | Launches and applies Lifted; hitting lifted targets returns Power | You can reliably keep enemies airborne and want an ability loop |
| Wide Edge | A broad, forceful swing damages and pushes enemies away | Crowds collapse on you during the final attack |
| Spin Edge | A spinning attack damages nearby enemies repeatedly | You frequently fight groups at melee range |
| Split Pivot | Creates a circular blade that deals damage and Falter briefly | You want lingering pressure after initiating a combo |
| Split Orbit | Sends a blade around Dylan for a short duration | You want a moving protective damage zone while repositioning |
These descriptions come from the move list reproduced in Beebom's guide. They describe roles, not a universal damage ranking. For a first playthrough, Concussive Beatdown is easy to understand because it rewards the target you were already attacking. Spin Edge is often the more noticeable improvement if ordinary groups, rather than bosses, are interrupting you. Pick only one of those first and test it before committing further materials.
Uppercut Surge is a better specialist choice once you already enjoy Lifted enemies and Power recovery. Split Pivot and Split Orbit can make a moving fight feel less cramped, but they are less direct if the real problem is failing to finish your basic string. Wide Edge makes sense when the last hit needs breathing room. Your active weapon pair and broader build matter more than a generic tier list.
Why a finisher sometimes does not trigger
The common failure is confusing an unlocked finisher with an equipped one. Reopen the Loadout Combo slot after buying it. Next, confirm you are using primary melee attacks; a secondary form, ability cast, dodge, or enemy death can break or end the relevant string. If a boss constantly moves out of range, practice on a regular enemy first and only attempt the sequence during a long punish window. Do not interpret one missed animation as an upgrade bug.
The six finishers each have deeper branches. For example, the cited move table lists Falter and shockwave options for Concussive Beatdown and longer duration or speed options for Split Orbit. The sensible order is to choose a base move you can trigger consistently, then buy branch effects that address the matchup you actually face. If your attacks seldom reach the final hit, a higher branch level will not fix positioning.
Living Shards also buy other Aberrant progression. Avoid spending all of them on six base finishers just to fill the menu while your frequently used form remains underdeveloped. Conversely, unlocking additional moves can contribute to broader progression, so a later collection pass is reasonable when Build Power becomes the bottleneck. For the full route to those resources and challenges, return to the CONTROL Resonant guide hub.
Quick answers
When do Combo Finishers unlock? At 15 Aberrant Strength, through the monolith in The Gap.
Where do I equip one? In Loadout > Combo after buying it.
Which is best first? Concussive Beatdown for direct single-target payoff or Spin Edge for close-range groups; choose according to the fight you are losing.
Do they activate after every melee hit? No. You must reach the end of the primary attack sequence without interrupting it.
Sources: Beebom's unlock and move descriptions, PlayStationTrophies completion guide.
Sources and notes
Game details are based on the linked guides and supplied research. They have not all been independently tested in game.