Control: Resonant Aberrant Forms Explained#
Dylan Faden’s weapon, the Aberrant, is a shapeshifting melee weapon that morphs into multiple close-combat forms on command. It takes the place of Jesse’s firearm in Control and serves as the foundation for all combat in this game. Aberrant forms are split into two layers — Primary and Secondary — for six base forms in total, plus six combo finishers that trigger during combos.
Primary Forms#
When the Aberrant first becomes available, Dylan picks one of three primary forms, and the rest unlock later in the story. Each primary form supports a different combat rhythm.
| Form | English | Role | Traits |
|---|---|---|---|
| Strike | Strike | Twin blades / dagger | Fast attacks, high crit rate |
| Glaive | Glaive | Scythe / spear | Wide-area crowd clearing |
| Cleave | Cleave | Balanced | Bonus on back attacks |
Strike#
A twin-bladed dagger form with fast attack speed and strong crits, ideal for singling out targets and quickly applying Falter. Its ceiling comes from the combo and crit value of landing many small hits, though it demands precise control of attack range.
Glaive#
A scythe or spear form with wide reach that excels at crowd clearing. Against packs of enemies, one Glaive swing covers several targets at once, making it the best low-pressure option for sweeping trash mobs.
Cleave#
A balanced form with even attack power and speed, plus a bonus on attacks from behind. It suits players who like to work into flank and rear positions during a fight while keeping their output steady.
Secondary Forms#
Secondary forms offer far richer tactical options. They usually unlock step by step as you push through the main story, each one there to handle a different situation.
| Form | English | Role | Traits |
|---|---|---|---|
| Crush | Crush | Heavy hammer | Chargeable, high knockdown and high Falter |
| Drill | Drill | Motorized spear | Charged damage over time, breaks Falter |
| Extend | Extend | Whip / flail | Multi-target range, chargeable |
Crush#
The heavy hammer form. It can be charged, and a single hit delivers high knockdown along with heavy Falter buildup. It is the go-to tool for pushing Falter high enough to trigger executions, whether you are closing out a messy fight or opening one up.
Drill#
A motor-driven spear that deals continuous damage on charged hits and can break an enemy’s Falter state. It is the counter pick for enemies with thick balance bars.
Extend#
A whip or flail form that hits multiple targets at long range and can be charged. Use it to pressure enemies before they close the distance, or to sweep several targets in a single strike.
The Six Combo Finishers#
Repeating the basic attack with your main form triggers combo finishers. Below are the main finishers revealed so far.
| Finisher | English | Effect |
|---|---|---|
| Concussive Beatdown | Concussive Beatdown | Empowered punches |
| Split Orbit / Split Pivot | Split Orbit / Split Pivot | Orbiting flying blades, triggers after roughly 4 combo hits |
| Wide Edge / Spin Edge | Wide Edge / Spin Edge | Group sweep |
| Uppercut Surge | Uppercut Surge | Launches enemies and builds Power |
These finishers fire automatically mid-combo. They are key to burst damage and add a welcome change of rhythm to fights.
Quick Form Comparison#
| Stat | Strike | Glaive | Cleave | Crush | Drill | Extend |
|---|---|---|---|---|---|---|
| Attack speed | Fast | Medium | Medium | Slow | Medium | Medium |
| Single-target damage | Medium | Medium | Medium | High | High | Medium |
| Range | Narrow | Wide | Medium | Narrow | Narrow | Wide |
| Falter buildup | Medium | Medium | Medium | High | High | Medium |
| Best for | Duels | Crowd clear | Flank attacks | Executions | Breaking balance | Ranged pressure |
Build Ideas#
| Playstyle | Recommended setup | Idea |
|---|---|---|
| Fast combo build | Strike as the main form | Stack Falter fast through attack speed and crits |
| Crowd clear build | Glaive as the main form | Wide coverage, low-pressure trash sweeping |
| High-Falter execution build | Crush as the main form | Charged hammer hits trigger executions quickly |
| Ranged pressure build | Extend as the main form | Suppress multiple targets from afar, then move in |
How to Approach Form Unlocks#
You can freely choose one primary form at the start, with the others unlocking later; secondary forms also arrive gradually with the main story. Focus on your first chosen primary form, learn its combo and finisher rhythm, then branch out into more forms.
| Phase | Focus |
|---|---|
| Opening | Pick one primary form |
| Early game | Learn combos and finishers |
| Mid game | Unlock secondary forms |
| Late game | Swap forms to match the enemy |
Pairing Forms with Combo Finishers#
Each form reaches its finishers at a different pace. If you want quick access to finishers like Split Orbit / Split Pivot, which fire after roughly 4 combo hits, go with a fast-attacking form. If you prefer finishers like Uppercut Surge that build Power, keep an eye on your energy accumulation during the combo.
| Form | Finisher tendency |
|---|---|
| Strike | Triggered by fast combos |
| Glaive | Group sweep finishers |
| Crush | Charged burst finishers |
Final Thoughts#
There is no single best Aberrant form — what matters is matching your choice to your combat habits and the enemies you face. Build the habit of swapping forms at will in The Gap, and your fights will feel far more comfortable.