Dragging is the manipulation of the player view so that your attack lands quicker (accelerated attack), or that it lands slower (delayed attack).
The accelerated attack is the one that a player encounters most often. It is achieved by looking rapidly in the direction in which your attack is going. One famous and hated usage of this mechanic is the lookdown overhead, in which the player looks at the floor as they overhead. There are, however, some disadvantages to this increased speed; you are more likely to miss if the opponent is strafing, and you might hit the opponent’s parry too early if you’re waiting for it to end. Overall, these disadvantages are negligible when considering the bonus speed.
The other lesser used kind of drag, the delay, offers a favorable alternative to using a feint, allowing you to hit opponents despite them parrying. In essence, a delayed attack works by extending the period in which the weapon is released so that it outlasts the opponent’s parry.
The delay is the polar opposite of the accelerated attack. Instead of looking down (or left or right) so that you look where your attack is going, you look in the opposite direction. For example, for the overhead you would look straight up towards the sky. An important thing to note, however, is that by looking up (overhead) or to the side (slash) for a delay, you take your aim off your opponent. If you want your delay to work properly, you have to readjust you view back in the intended direction at the last second so that it hits the opponent.
Delays, like accelerated attacks, vary from weapon to weapon, and between the different types of swings. Therefore, you might not even be able to delay with certain weapons or with certain swings. The swing that works 100% of the time for delaying (with the right weapon of course) is the overhead. You can also delay slashes with difficulty, and stab drags I will give their own little description later on.
Here are certain tips I have amassed for delays over time:
1. Dragging on the second hit in a combo makes your delay last for much longer
2. I use #1 with the following combo: Lookdown overhead --> delayed overhead --> lookdown overhead. It’s mixed up timings throw off the opponent completely and allow you an easy kill.
3. It is hard to hit an opponent with a delay on your first attack
4. Delaying is not only looking up. For my overheads, I look up, slightly to the right, and then bring it back down and to the left, making an oval rather than a straight line up and down.
Once again I will go through these so that you can understand them better.
1) Your first attack will always be your fastest, and thus counter to the essence of the delay; therefore, delaying on your second (third, fourth, etc.) attack will make it more effective.
2) Best combo in the game.
3) As explained above your first attack is often too fast.
4) This tactic makes your delay last for even longer and allows you to hit even on your first hit.
Remember you still need appropriate weapons.
As I said earlier I’m going to quickly address stab drags. These can be achieved in two ways. In the first way you move your attack outwards from the opponent and then back in forming as wide an arc as you can. Imagine a path akin to a curved shot in football/soccer, because it travels in an arc it will cover more distance and thus, take longer, making the timing unexpected. The second way can only be achieved with weapons that have a long stab release: Greatsword, Zwei, Poleaxe, etc. Because these weapons have a long release, you can move around the stab at its zenith before you pull it back it, unlike SoW or Claymore which would pull back in almost immediately. With these weapons, you intentionally miss your attack and then pull it into their side making an L shape. In my experience, the first type of stab drag is delays for less time than the second.
One disadvantage to delays is that they give the opponent more time. In that time, if they’re spamming they can get off another hit, or they can easily avoid delays by sidestepping