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Q1: It's unreliable yes, and you have to identify which groups of attacks it works reliably for. It has problem against leg attacks, feints, close range attacks, strong attacks and attak from an angle. Note that merely not attacking isn't enough to trigger it, you also have to not be dashing and not moving sideways or forward.
Q2: I think there are 3 levels of endurance... if I recall correctly... at least the last one (at zero stamina) like disables parrying.
Q3: Mostly to pick an attack with the right speed/windup, range and ability to bypass blocking. But also to choose how high up on the opponent you attack, where higher up attack have a higher chance of being fight-ending and leg attack are harder to parry. And thrust to the head are harder to hit than to the chest. Also, the autoparry is locked while moving, which cretes a directional opening. And ripostes typically only work in three directions, since the opponent's blades blocks the fourth.
Q4: Sidestepping is for bypassing autoparry. Plus sidestepping to the right gives you a bigger target to hit while making your own character a smaller target.
Q5: No invulnerability. Both disable autoparry. Dash back to reset an exchagne that's going bad. Forward dash should be combined with an attack button, unless your really far apart.
Q6: Learning a few good moves of a character is a good strategy. Separate between initiating attacks, wherw windup and sidesteping is ok, and rispostes, where you typically want a quick cut to the head or minipoke to the chest.
Q7: They're not that important.
Q8. Stances are important. The extended "lunge" (long/ox) guard has some of the longest range attacks, the high stances have big attacks that can be hard to parry, and the low stances generally have attacks that keep you safe from thrusts.
Q9. This contact between blades causes a duration of reduced thrust accuracy.
Q10. Some characters (Barabasz and Samuel come to mind) have excellent feints that go past AIs defences. Pushing requires proper distance, and is a counter to an aggressive close-range opponent.
Q11. In a two-tempo defence and attack, parry is the first action and riposte is the second action. In a parry (block might be a better word) the attacker loses a bit of stamina and has a recovery period (less than for an unblocked atttack for both) while the defender loses more stamina but does not need time to pull back the blade. Fast attacks can use that opening as a riposte.
Thanks for taking the time to answer. Much appreciated! I have some follow-up questions. Hopefully you or someone else can answer them:
Q1: To clarify, all movement except walking backward disables it? Also, I am not sure what strong attacks, attacks at an angle, or feints are in the game. If I had to guess, attacks at an angle are strikes done during a sidestep or special moves like Jan's Feint Sidestep (up, up, X), and feints are moves where your character moves backward before striking, like Jan's Revenge (down, back, X)?
Q3: In Q1, it seemed like you were saying that autoparry isn't enabled when moving in most directions, but here you state that moving locks it in place. I'm a little confused on this point. Could you clarify?
Q4: If sidestepping increases the chance of my attack getting past autoparry and it makes my hurtbox smaller while simultaneously making my opponent's larger, should this be my main method of attack? Or is it a high risk, high reward scenario because I can't guard (or I am less able; not sure what exactly is the case here) an attack from my opponent?
I also had some general questions from before
1) What are say 3 or 4 fundamentals I should prioritize practicing and are there any exercises or drilling I can do in training mode to improve them?
2) Which character(s) do you recommend for reaching my goals (beating arcade on hardest and clearing survival)? I'm open to almost anyone, although I'd prefer to avoid Yendrek, Father Zera, Marta, and Marie because I really didn't like how they felt.
3) How many ducats do you need for the Rich! achievement, and is it cumulative or at one time?
Strong attacks: some fencers (the longsword ones at least) have this attribute where certain attack where they can push through a block and deal partial damage.
Attacks at an angle: I meant attacks when the opponent isn't looking straight at you. Characters only reorient themselves toward the opponent when moving, so if you move to the side and the opponent is not moving, they aren't facing straight towards you anymore. So you can take a side step without attacking, then make an attack at them before they move.
Feints: these are listed in the move list (although there's also ways to create feints by attack canceling, but that's difficult).
Q3. In thet autoparry the fencer moves their weapon to a new position for a duration, and if they take a step duringing that duration the weapon is still and that position but doesn't move to another position in response to the opponent during the step.
Q4. Circling right is low-risk low-reward. Only useful against opponents that aren't constantly moving. And yes, you lose a bit of defense while doing it.
1) There's a sport fencing drill where one person is constantly stepping forward and the other fencer is timing an lunge attack that lands towards the end of a step (or was it mid-step? this is like remembeing a door code wher you've learnt a finger movement not a list of numbers... but you notice when you do it right). The AI opponents can very obliging at constantly stepping forward, allowing you to practice it. Works at least with Marie. Teaches distance and timing, as mid-step is when blocking is the least effective.
Thanks for all the help you've provided so far. It's a lot for me to take in, and if I'm being frank, there are points I'm still confused about, but overall I understand the game a bit better thanks to you. I gave you a profile award to show my appreciation
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For anyone else reading, I learned a few things during my last few sessions:
1) The Rich! achievement is not cumulative, meaning that if you spend ducats on skins/stages/decorations, these will not count toward the total. The target total seemed to be 10,000 ducats, but it didn't unlock when I reached 10k. Once I hit the target, I had to play in arcade for the achievement to pop, although I assume playing in other modes will unlock it as well.
As an aside, I think the maximum amount of money you hold at one time is tied to one of your ranks (which can be seen by selecting the Fight option on the main menu). FYI, this isn't the rank in the upper right corner (which is in the format Number + Word, e.g. 7 Master), but the one in the bottom right of the screen (a word plus an icon). I could be wrong, but I think if you get the Starosta rank, it means you hit the monetary total required to unlock Rich!, but you'll still have to play arcade or some other mode to get it to unlock.
You may have noticed that the more money you have, the more you lose when you're defeated. While this is true, it'll never go beyond -100 ducats, so even if you are bad at the game / don't know how to play (like me), you should be able to reach 10k by repeatedly beating arcade on normal. Clearly, if you can consistently beat it on higher difficulties or make it far in / complete survival, you should do so as you're awarded many more ducats. But if you can't, just know that it's possible to get Rich! (it's a bit grindy though).
2) Stamina:
If you go to Options > Gameplay, you can toggle on "Visible health bars." This will display every part of the body that can take damage (11 total) as well as you and your opponent's stamina gauge.
What I learned from this is that a) whiffing attacks drains more stamina than when they are blocked, b) dashing in any direction drains stamina, c) melee attacks (punches/kicks) drain your opponent's stamina in addition to temporarily stunning them, d) the amount of stamina drained by an attack differs depending on the attack you used, and e) generally speaking a blocked attack will drain more stamina from the defender than the attacker (however, this isn't always the case)
I'm sure there's more to stamina than just that, but hopefully this information proves useful to someone. If you want to learn more, toggle this option on, go to Training and select "Standing Opponent," and then start experimenting.
Good luck!