“You have a sword and you want to hurt some people.”
– Basic concept of the game.
And it works on that level but there is so much depth to the combat that you can become a master swordsman over time.
Although, it seems that not everyone knows the depth of the game. Here you’ll learn what skills you can do, though mastering them is another matter. You all probably know the basics so here is the advanced stuff.
- Windup: Preparing to attack; Lifting up your weapon to attack or pulling backwards to stab. This phase will be be cancelled if you use faints or if you receive damage during the windup.
- Release: Windup is completed and attack starts, weapon is moving forwards and does damage
when it hits the enemy.
- Recovery: Release is finished and the weapon is brought up to starting position. The recovery time is further increased if you miss your target and hit the air with stabbing attacks.
- (Combo): Bypasses recovery phase by starting combo windup The combo phase time is most often slower than the windup phase, but it is faster than waiting for recovery then starting a normal windup.
Varying your attacks will increase the chance of a successful combo (harder to defend against).
On most weapons it’s faster to use stab when “Counter-attacking” as you can more easily accelerate the attack even further with attack speed manipulation, and the enemy is likely still in front of you, having been blocked. This does of course depend on the weapon you are using. If you combine both of these two moves your attack will become significantly faster.
Note: You cannot cancel the attack with faint if you use this move.
This move is not possible while using shields.
Note that delaying the attack speed is not very effective with shorter weapons/fast ones. If you try to manipulate them it will not be slow enough for it to be effective. You could delay a slash from a broadsword and the enemy would most likely block it anyway, because you could only slow it down a few tenths of a second.
You can do a even lower crouch by looking downwards. Moving your view straight down to the floor will make you bend slightly forward, and while crouched you will become a very small target. It is a good way to duck incoming attacks. Use this too much and you will end up having your opponent aiming low, rendering your evades useless.
Stamina will regenerate when you walk or stand still. Running or any action that require the use of stamina will stop the regen, for a short while.
Actions that use Stamina:
-Running (Stops regen but doesn’t use it.)
-Holding up shield, (Will stop regen and Drain stamina slowly.)
-Faints, Missing normal attacks, Jumping, Blocking attacks, Blocking with shield, Holding block with shield, Dodge ability, (man at arms only), Vanguard sprint charge.
No stamina left:
If you use all your stamina you will be unable to do special actions that require extra stamina, such as: Faints, Combos, jumping, etc But you can still attack normally, and block though you will get stunned.
If you look at an enemy within a few meters’ distance, your crosshair will turn from white to red. This not only indicates that you are aiming at a enemy but also that you’re in range to activate the sprint boost. If you run for a few seconds while aiming at the enemy with a red crosshair, the chase mechanic will give you a sprint boost so significant that even a Knight can catch up to a Man-at-Arms running away.
Also If you try to block a considerably bigger weapon than your own, you may incur a stun knockback. Like trying to block a maul with a dagger. Also some weapons have more force behind them when they attack, giving them pushback, such as the Halberd stab attack can push you back.
Pierce: Stab attacks with sharp weapons
Swing: Swing attack with sharp weapons
Blunt: Attacks with blunt weapons
Some weapons also combine different attack types. Example the morning star which got spikes on it has PierceBlunt damage. It does 50% Pierce damage and 50% blunt damage in this case.
Depending on the class resistance, it will do X% less damage depending on the resistance. Example: Knight got 50% pierce resistance. If he got hit in the chest with a normal stab attack with the damage of 50, the attack would just do 25 damage.
Knight stats example here, sir knight has generally high defence. Although he is more vulnerable to blunt attacks.
Knight Swing Resistance 60%
Knight Pierce Resistance 50%
Knight Blunt Resistance 40%