There are many important things a player can utilize in Blade Symphony that heavily influence the outcome of a match. In this section we will be reviewing these techniques and underlying mechanics.
Strings determine what attack you use depending on where you are in the string. Side attacks are always the same regardless of what string you're on, but forward attacks change based on your position in the string. As you attack, you will notice those little boxes in the bottom left corner start to become white instead of black. Those white boxes indicate that you have used that string and are progressing through to other strings. You can continue to progress through a string even if you switch up stances. However, if you're on string 4 and you use a balanced stance that only has two strings in it, using a balanced attack will reset the string back to 1 because there is no balanced 5. Each character has one or more strings for every style.
If you hold down your attack button, You will begin to charge your attack. There are 3 tiers of attacks: Uncharged (Tier 1), Half-Charged (Tier 2), and Fully Charged (Tier 3). Every tier of attack changes the move you would use for that place in the string. For example, Ryoku's Balanced 1 T1 is normally a quick jab forward, but charging it to T2 makes him do an acrobatic shuffle-stab forward, and a T3 is an instant double slash that knocks opponents down. An important quality of a good player is to memorize what attacks you can use and when you should use them. Fully charged T3 attacks always knock targets down on hit.
Parries occur when two blades meet each other mid-attack. Upon colliding, they leave at least one person stunned based on the stances and weapons used. Think of them as a seperate, miniature battle; You can win, lose, or draw in a parry. In parries, Balanced beats fast, Heavy beats balanced, Air beats Heavy, and Balanced and Fast beat Air.
If you win a parry, your attack plows straight through the opponent's attack and stuns them for a short time. If a parry is done with both sides using the same stance, then neither side wins, the swords clash, and both players are stunned for a brief period of time UNLESS one side had a higher tier attack.
If you lose a parry, you will be stunned for about one second or until you get hit.
You win a parry if you use a superior stance; A parry that you win is called a Riposte
Generally, players will want to pay attention to what stance their opponent is using and then counter it with a superior stance. Every class holds their weapon differently depending on the stance they use; pay attention and beat them, especially when they use obvious T3 attacks.
Ripostes can either open your opponent up for further punishment, or go horribly, horribly wrong.
If your Riposte actually hits the opponent, then you can keep the combo going with some fasts and transition into other stances as needed, but if you simply break their attack then they may be able to recover before you do, which opens YOU up for comboing. So even though you won the parry, you can still lose in the long run. If you predict that you won't be able to punish an opponent after Riposting them, then shuffle backwards to prevent getting hit.
Getting hit by tier 3 attacks, getting grabbed, and being sniped out of the air with a Shuriken are all ways of getting knocked down. While knocked down, you have a limited number of possible options. You can roll around on the ground, get back up, Intercept any incoming attacks with your block tech button, or do a lunging, unblockable stab. To get back up simply press your jump button. To roll, simply use the movements keys. The lunging stab while knocked down is the only attack in the game that wins no matter what
. You cannot block or win a parry against this attack.
Needless to say, getting knocked down in combat is very bad and you shouldn't stay down for too long. Often the best course of action is to simply roll away and get back up, but sometimes an aggressive player will attempt to attack you as soon as you're down. You won't be able to get away in time, so you have two choices: attack or intercept. Try not to go down too often.
Air Cancelling is the act of doing a Fast, Balanced, or Heavy style attack in the air. To do an Air Cancelled attack, simply attack and then jump immediately after pressing attack. Air cancelling attacks can give you improved range, but it also leaves you prone to being juggled.
Side cancelling is basically alternating between Left and Right attacks. Doing a left and then a right (or vice versa) cuts off the recovery time by a moderate amount of time. Try comparing 4 fast rights as phalanx to alternating fast lefts and rights to see just how much Side Cancelling can do.
Probably the easiest thing to do on this list, Grab Reversals occur when two players grab each other at the same time. They stun each player for about half a second. When being grabbed or anticipating a grab, simply press the grab button (Q by default) yourself.
Countering from Block
Nearly every decent player I know of knows how to do this. The longsword and scimitar blocktechs protect you from damage and stun, but good players go the extra mile and counterattack in between the gaps in their opponent's attacks. Some examples of attacks with holes in them are in between Ryoku's Fast 3 and 4, after Phalanx's Fast 3, after Pure's Balanced 3, or after Judge's Balanced 3. Learning how to Counter from Blocks is something you have to learn on your own; only you can make it happen through experience.
After you have charged an attack to T2, you can press the roll button to dash forward a distance and reset the charge. You can also jump during the dash to move even further. Players take 50% more damage during the charge dash cooldown (2.5s) and can't autoblock throwing weapons like usual.