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Parries and breaks
I know I may sound stupid, because the game gives a more than good tutorial, but there are still things I don't get

Let's start with perfect guards/counters. So simply holding guard reduces damage, powering up your guard with the respective guard art will give you a perfect parry and a counter. BUT, can you parry just by using the guard (without the guard art) at the right moment? And if so, how do I understand which attacks can be parried like that?

Now about the breaks. After facing the guard in the lizard village it made me question my understanding of breaks. So as I know it - you can break regular enemies if they glow red and about to attack and you shoot a charged shot (doesn't work with regular shots and melee), or if it's a boss/elemental enemy it can have a yellow bar to fill before break. But the damn guard was red and charged shots didn't do either of the above. What's more I couldn't understand what triggered him to charge and still glow red and be breakable after hitting a wall (a bug or am I just dumb?). So how do I understand when an enemy can be broken and when it can not? And could someone explain how the guard works in this situation?
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Showing 1-5 of 5 comments
R.Heart Feb 9 @ 4:05am 
It is possible to parry by pushing guard at the 'exact' second you would be hit, and this works against projectiles as well as physical attacks. The benefits of this are that you take zero damage instead of reduced, and, if it's a physical attack, the enemy will be rendered defenseless and open to heavy attacks for a few seconds. (I'm not sure on this but a perfect guard may also reduce the damage the shield itself takes.)

Most physical attacks can be parried this way (including pvp duels), but as a general rule of thumb, if an enemy is significantly large in size, then their charge attacks will go right through your shield, PG'd or not. Any iron-masked bull enemy for example. The irony is, guard arts such as "Recoil trumpet" and "Frozen stance" still work.

So Billson is a strange case because as you noticed, all the rules change for him. And I think he represents a spike in difficulty as well as a shift in tactics because many enemies afterward don't break this way. In fact Papaguns (Gaia's Garden) are a good example of another split case where, even when they are red, you can't break them with a projectile, but melee will work. As for Billson, the only way to get break status is either a PG or hit him with a full-charge projectile when he's trying to eat. Which you have to have already caused significant damage for.

There are equips that extend the window for a PG, such as the Adept gloves you get from Jean after the subquest where you retrieve an item from the basement of the Omni Gilders base in Bergen village. Look for the "Royal guard" modifier.
Last edited by R.Heart; Feb 9 @ 4:08am
Nerdy Feb 9 @ 7:05am 
Originally posted by R.Heart:
It is possible to parry by pushing guard at the 'exact' second you would be hit, and this works against projectiles as well as physical attacks. The benefits of this are that you take zero damage instead of reduced, and, if it's a physical attack, the enemy will be rendered defenseless and open to heavy attacks for a few seconds. (I'm not sure on this but a perfect guard may also reduce the damage the shield itself takes.)

Most physical attacks can be parried this way (including pvp duels), but as a general rule of thumb, if an enemy is significantly large in size, then their charge attacks will go right through your shield, PG'd or not. Any iron-masked bull enemy for example. The irony is, guard arts such as "Recoil trumpet" and "Frozen stance" still work.

So Billson is a strange case because as you noticed, all the rules change for him. And I think he represents a spike in difficulty as well as a shift in tactics because many enemies afterward don't break this way. In fact Papaguns (Gaia's Garden) are a good example of another split case where, even when they are red, you can't break them with a projectile, but melee will work. As for Billson, the only way to get break status is either a PG or hit him with a full-charge projectile when he's trying to eat. Which you have to have already caused significant damage for.

There are equips that extend the window for a PG, such as the Adept gloves you get from Jean after the subquest where you retrieve an item from the basement of the Omni Gilders base in Bergen village. Look for the "Royal guard" modifier.
That answers a lot of things. I will try to practice the perfect guard, cuz so far it was just me mashing the trigger for direction, the guard button and the charge button at once in hopes to parry after the guard quest
Billson wasn't that much of a spike, but rather I got mad cuz I couldn't figure his breakable state out. Eating phase worked flawless but his charge felt random and not random at the same time, nevertheless I couldn't see the pattern after like 10 deaths or more. I just saw him as an opportunity to practice the guard without the use of guard art, but I couldn't do it even once lol.
R.Heart Feb 9 @ 8:33am 
I goofed, sorry. It's the *Disciple gloves, not Adept. You get Adept from the training guru once you get back to Rookie Harbor.

It really is a good idea to practice now, because it's a technique that will come in handy further into the game.
taronin Feb 11 @ 3:51pm 
I wish I had a list of which attacks are blockable with guard arts but not with perfect guards.

I'm really good at PG's but actually have a hard time timing the guard art activation.
Raff.run Feb 13 @ 4:37pm 
Originally posted by R.Heart:
Most physical attacks can be parried this way (including pvp duels), but as a general rule of thumb, if an enemy is significantly large in size, then their charge attacks will go right through your shield, PG'd or not.
Not true, I think.

Take the sloth in gaia's garden for example. Huge, but their mightiest attack (the roll) can be perfect guarded to break them. All bugs can be parried/guarded too, except for shock bug's special attack. The cow's charge can't, though, but these are all enemies "significantly larger in size" that I could find.

But really, knowing if you can break an enemy by parrying isn't very clear in crosscode. I'd say "look for attacks with windup" but that's not really true either:
Sloth's/hedgehag roll attack? can break by parrying
Scorpion's "slash" attack? can perfect guard, can't break
Mine dungeon's bug and robot charge? Can't guard, can't break
Bunny's kick attack? can perfect guard, can't break
Penguin's charge attack? can perfect guard, can't break
goat's kick? can perfect guard, can't break
flower's bite? can perfect guard, can't break
bug's slask? can break
bug's special attack? can guard(except shock), can't break

So I guess the only really reliable way of finding if you can parry/guard is: try to parry -- if it doesn't work, then it doesn't work
Last edited by Raff.run; Feb 13 @ 4:37pm
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