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but maybe i'm just missing something here... as of right now it's seems completely useless to me.
When you counterattack you stun them momentarily and you can aim for the rear leg. Standing to the right of them to bait the sweep makes it alot easier to jump/duck cause you can see it coming.
Yeah, I was thinking of that specific robot itself. I call it the "welder robot" because it looks like a maintenance machine. I know the Welder Robot does a double attack with its welder - one high, one low. In theory I can duck under the first and jump over the second or duck under the first and knee the robot in the "face," but it's MASSIVELY dangerous. If I mess up, one swing stun-locks me and the second always lands, which instakills me from almost full health. I tend to dodge backawards and attack its front wheels afterwards.
See, the problem with dodging two consecutive attacks like this is the controls are a mess for that particular thing. If my character would maintain block DURING the jump or the crouch so I could jump or crouch again afterwards it would be fine, but he doesn't. Instead, I have to block, duck then block again to duck again.
They should of went left to right parries. easier to distinguish and if you get hit with a backhanded attack i guess its still your own fault because of the direction its coming from.
so... idk... i seems to be utterly pointless.
Leaper bots are pretty predictable they need to be far to do the decapitation leap which is countered with a well timed strafe (when they lift up their rear legs its a massive tell), plus all there moves up close can be blocked then countered. (tho you need good stam management because of the block drain).
You don't have to do it consecutively.
For the longest time it was frustrating for me as well. Whether they attack high (duckable) or low (jumpable) they would do two swings in a row and the duck/jump isn't fast enough and doesn't last long enough to avoid both swings.
The trick is to only worry about the first swing and then counter before it stars the backswing. You'll kind of "knock it out" with the counter and have a bit of time to wail on it, heal up, or get to its soft back area and throttle it awhile.
Alternatively, if its still too risky you can damage the front two legs enough and it will slow it down and cause it to regularly go into repair mode (welding itself on the top) allowing you to dodge around behind it and hit it from the rear.
Strange, I actually used those welders as mobile healing stations by thrashing on them and then using the voltaic healing implant
Amusing. Thats what I've been doing with them as well.