Frenzy

Ten strikes of charge buy a few seconds where nothing can break.

The ten small squares on the anvil board are Frenzy charge. Every strike outside Frenzy adds one, and the strike after the tenth starts Frenzy. For 4 seconds the Break pile is empty, so every strike lands on Damage, Hold, Success or Great.

The charge resets when Frenzy starts and nothing adds to it until Frenzy is over. A Break wipes the charge along with the sword.

Building charge faster

Ember Locket
A sword's first strike is worth 3 charge instead of 1.
Cracked Wristwatch
+1 charge on every Damage outside Frenzy.
Chained Hourglass
50% chance of +1 charge on a Hold.
Cold Star Shard
+3 charge at once. Sold by the ghost merchant.
Broken Holy Sword, Dawn Scabbard
A sword that inherits from them starts with 3, 4 or 7 charge.

How many strikes fit

The hammer needs 0.64 seconds between strikes, divided by your speed, and the swing itself locks the anvil for slightly less than that (a little longer on a Great). The strike that starts Frenzy already counts. At top speed that gives:

ShelfLengthSpeedStrikes at most
No relics4 sx1.007
Worn Grip4 sx1.158
Possessed Bellows4 sx1.309
Grip and Bellows4 sx1.4510
Red Hourglass5 sx1.008
Undying Wick6 sx1.0010
Wick, Hourglass, Grip and Bellows7 sx1.4516

These are ceilings. A Great makes the swing a little longer, and the hammer's animation advances frame by frame, so at a low frame rate a window can hold one strike fewer. Leather Loop is no help here: its 20% applies outside Frenzy only.

Relics made for Frenzy

Perfect Mana Core
+6 Great tickets during Frenzy.
Glass Hourglass
Every Frenzy Great gives three levels.
Bell Collar
Sword value x1.05 on every Frenzy strike, whatever it rolls.
Headless Bell
A level the moment Frenzy ends.

Red Chalk still works in Frenzy, but the dragon scale, the powder and the star shard can't be used in it. The forge simulator runs Frenzy on a real clock, so you can count your own strikes per window.