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  1. #51
    MisterWillow's Avatar Senior Member
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    Originally Posted by Altair_Snake Go to original post
    Not if anormal parry (Repel) happens. But if specific circumstances lead to a guard crush, the attacker can continue the combo.
    Now I'm confused. I thought there were only blocks and parries, but the blocks for light attacks stopped a follow-up by deflecting the weapon away (but wasn't certain, hence, the portion you bolded) and the blocks for heavy attacks allowed for a follow up by staggering the defender (owing to the power behind the blow), whereas parries stop everything, shirking the attacker's weapon away, and throwing the attacker off-balance, leaving an opening for a counterattack.

    Light Attack:

    Heavy Attack:

    Parry:

    I would say that you're reading too much into the animations and perceiving the combat as more complicated than it is, but maybe I'm just missing something.

    (apologies for the poor quality; taken, in order, from HERE at 2:30 and HERE at 1:42 and 5:08, in case you'd like a better view)

    As for the length of a cooldown, it could be short enough to not mess with follow up attacks and still long enough to make mashing non-viable. One second is a very long time in melee. Seriously. If you take a look at a frame chart you'll prolly get a good idea of how much time it is. The cooldown could be shorter than 1 sec and still serve it's purpose.

    And I don't think the cooldown should work by shutting down the controls. The guy should still be able to shift his stances normally. Only the deflections would become unnavailable during the cooldown. The other kinds of parries would be available.

    BTW, this cooldown shouldn't even be displaye dto the player, because it'd be too short anyway. Just tell the players not to try the deflection by mashing. It should be fine.
    I find that unlikely, especially if parrying works the way I think it does. If so, the time it takes to relax your thumb and then move it accurately back to the proper position would be about the same time for a cooldown of the length you're suggesting to run its course anyway, negating the need for it.
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  2. #52
    Dead1y-Derri's Avatar For Honor & Watch Dogs Moderator
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    I think MasterWillow is right regarding the Parry and the way it works. While it does leave the offender open to a follow up attack I think they can still block the attack as the window of being defenceless is low.
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  3. #53
    I think we may be having semantic issues. :P

    I invite ya'll to call parries by three different names:

    Repel (normal)

    Deflect (very good, when the swords slide)

    Crush (bad, the attacker can continue his combo and the defender actually loses a little health from the parry)

    I propose that strong attacks either crush or are deflected.

    And the fast attacks are either repelled or crush. Our divergence here seems to be that I think fast attacks can crush and you don't. I had to review some old videos to find it, but here it is:



    At 6:25 we see a fast attack crushing. The special circumstance in this case was that the guy was taunting. He didn't have his "full stance", although he could still input parries. That is clearly a fast attack, not only because it looks fast, but because the HUD confirms it. Fast attacks have narrow lines, while strong ones have thick lines.

    I suspect that another special circumstance is either if you are on auto-parry and you don't deflect, or if you are specificically on auto-parry from being crushed (and don't deflect). There are some situations like this in the video, but one looks to be with strong attacks, which doesn't prove anything... and another seems doubtful. It looks to me like it's a fast attack, but I can't confirm it as the video wasn't from the parrier's point of view, so I can't see whether the line in the HUD is narrow or thick. It's in 2:28 - that third attack seems like a fast one to me.

    One thing I don't recall seeing is a guy performing a repel while he is being crushed (from another guy's attack). So, I'd say there is evidence in neither way, for now, regarding the auto-parries as a special circumstance that lead fast attacks to crush.

    Aaand I also suspect fast attacks can be deflected in very specific circumstances, which is if you are deflecting a strong attack and a fast one hits right after. In this case I suspect the defender waits for the fast attack to arrive and shrugs both enemies away with one move. This twin deflection was featured with two strong attacks, in the most recent video. But I suspect that if the second one is fast, the result would be the same.

    And Willow, please don't appologize for your gifs. They're awesome. You're gonna make me feel guilty for only linking the videos and listing the times.


    EDIT: After re-watching the HUDless developer's gameplay, I'm suspecting the fast attacks can be deflected normally, too. This is a bit scary, since deflections lead to a guaranteed hit.
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  4. #54
    MisterWillow's Avatar Senior Member
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    Originally Posted by Altair_Snake Go to original post
    I think we may be having semantic issues. :P

    I invite ya'll to call parries by three different names:

    Repel (normal)

    Deflect (very good, when the swords slide)

    Crush (bad, the attacker can continue his combo and the defender actually loses a little health from the parry)
    For the sake of clarity, and making sure we all understand each other, I think what you're referring to as Repel is a standard block against a light attack, what you're referring to as Crush is a standard block against a heavy attack, and what you're referring to as Deflect is a well-timed parry.

    Meaning, I don't think you can Repel a heavy attack, or get Crushed by a light attack, but you can Deflect both if your timing is right.

    And the fast attacks are either repelled or crush. Our divergence here seems to be that I think fast attacks can crush and you don't. I had to review some old videos to find it, but here it is:
    I just wasn't sure if a fast attack could stagger or not. However, I browsed a few vids quickly and failed to find an instance of it, which leads into your video:

    At 6:25 we see a fast attack crushing. The special circumstance in this case was that the guy was taunting. He didn't have his "full stance", although he could still input parries. That is clearly a fast attack, not only because it looks fast, but because the HUD confirms it. Fast attacks have narrow lines, while strong ones have thick lines.
    You mean this (6:23-6:26)?



    If so, then I'll have to disagree. The attack indicator appears 'thick' to me, indicating a strong attack (anyone else want to confirm which it is? compare with the first gif in my last post), and the attacker takes a step backward and then attacks (I think maybe a dash/attack combo), which appears to cause him to sprint forward and close the distance (which could apply to a light attack as well I suppose), which is great for strategy, and, if it is a light attack, could be the circumstance you're referring to, rather than the fact the defender is taunting.

    And Willow, please don't appologize for your gifs. They're awesome. You're gonna make me feel guilty for only linking the videos and listing the times.
    I just wish they were as smooth as the actual videos, so they were more representative and potentially clearer. I tried to make gfys to link, but kept getting error messages.

    Fun fact, though: If you put 'gif' between 'www.' and 'youtube' (so it looks like 'www.gifyoutube.com') on any video, it takes you to a gif maker where you can select the start point and length.
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  5. #55
    Whoah! You're right! It is a strong attack (thick line). I suppose the cut itself is fast, but the backstep is included in its duration, which makes the technique slow enough to be a strong attack. Nice catch. It does sem to simplify things:

    Fast attacks are normally blocked. Strong attacks normally crush. Both can be deflected, which seems to be about input, not about the situation. Now all we need is to confirm if it really is an input and which input it is.

    Thanks a lot, dude! And thanks for the tips on making gifs, too.
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  6. #56
    MisterWillow's Avatar Senior Member
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    Originally Posted by Altair_Snake Go to original post
    Now all we need is to confirm if it really is an input and which input it is.
    Still think it's a motion of your weapon (of the stick) timed to an incoming attack. We'll have to wait for the beta, I guess, or at least the Q&A Fatal's doing.

    Thanks a lot, dude! And thanks for the tips on making gifs, too.
    No problem.
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