Gaming Guide

Agefield High Combat Controls Explained: Punch, Kick, Push, and Block

The four fighting inputs in Rock the School, plus the lock-on and shove loop that actually beats blocking jocks.

The four fighting inputs in Rock the School, plus the lock-on and shove loop that actually beats blocking jocks.

Image: Refugium Games

Fighting in Agefield High: Rock the School is deliberately old-school. There is no combo tree, no skill wheel, and no equippable weapons. When a jock squares up, the lower-left HUD shows four commands, and the whole system runs on knowing which one breaks a guard.

Quick answer: The four combat commands are Punch, Kick, Push, and Block. Lock onto a jock, block their swing, use Push to break a raised guard, then land Punch or Kick while they are open.

Image credit: Refugium Games via YouTube/@GmanLives

The four combat commands

During a fistfight, the HUD lists the melee options in the lower-left corner. These four inputs are the entire kit.

CommandWhat it does
PunchDefault quick attack; lands damage when the target’s guard is down.
KickThe second simple attack; chips at defenders and keeps pressure on.
PushShoves an opponent to break a raised guard so your hits connect.
BlockStops an incoming swing and keeps you from trading damage.

Before you throw a hit, you lock onto the jock in front of you so Sam stays facing the fight. Tracking is short, so a locked target who sidesteps or walks off camera can slip your punch. Stay in close range and re-lock if they drift away.

The moves feel similar from one opponent to the next by design. There is no hidden launcher or juggle to hunt for, so do not expect a special attack beyond these commands.

Image credit: Refugium Games via YouTube/@GmanLives

How to break a guarding jock

Most rivals cover up and block straight punches, so mashing the attack button does almost nothing. Push is the key that opens them. Once the guard drops, follow with Punch or Kick before they reset.

Lock onto the jock and close the distance. Standing too far away makes your attacks whiff even with the target locked.
When they swing at you, Block to absorb the hit instead of trading blows. Blocking keeps you alive but does not move the fight forward on its own.
When their guard is up, use Push to shove it open. Treat the shove as a door, not a finisher, so do not keep spamming it like a combo.
With the guard broken, land Punch or Kick. If they raise their guard again, re-lock and repeat the block, shove, then hit rhythm.

Learn the shove early. It matters most when more than one jock closes in at once, since Block plus Push lets you handle defenders without getting swarmed.

Image credit: Refugium Games via YouTube/@GmanLives

Where to practice and who you fight

The early campaign teaches the kit for you. A cafeteria brawl against a student named Seth acts as the basic combat tutorial, prompting the block and attack inputs as you go. A park playground later lets you test moves with the “Punch and kick your friends” practice, which puts the same four commands on screen with no risk.

Your opponents in these brawls are jocks, and the school gym isn’t the only place they appear. Fights can happen in campus halls, either of the two neighborhoods, the town center, or the countryside. Turn to combat as a fallback after a jock closes in on you; it won’t solve every mission marker.

Teachers and police are detection threats, not health bars to punch through. When faculty spot you, run or break their line of sight instead of fighting, because the melee kit is meant for rival students.

Image credit: Refugium Games via YouTube/@GmanLives

How to tell the fight is working

Combat encounters put a health bar at the top center of the screen, labeled with the target’s name and their remaining vitality. When your Push opens a guard and your Punch or Kick connects, that bar drops. If the bar is not moving, you are either hitting a raised guard or striking from outside lock-on range, so close in and shove before you swing again.