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First. Being out of measure. No timing or action requirement - he just misses.
Second. Dodging. While standing, tap and release the ASD keys during the strike animation, not too late, because it doesn't have I frames, but if you go before he attacks, his attack will be sent to where you are, not where you were. You can attack following your dodge (if you use lateral movement), but it doesn't give me (at least) much advantage to do so. It is however less damaging to your equipment and doesn't use stamina. Stops combination attacks from your enemy.
Third. Simple Block. With the Arming Weapons, this is the weakest defence. Press and hold 'Q' - your guard is shifted to the current threat line, but won't shift to follow a change of guard or a feint - absorbing a hit takes stamina, doesn't interrupt enemy combination attacks.
Fourth. Perfect Parry. (Masterstrike known). After the timing for the 'green shield' starts, tap and release 'Q'. Your guard is shifted to intercept the attack, time slows, and after the parry animation ends you are both in a neutral situation. If you attack now it is easily blocked. Takes less or no stamina to parry in this way, interrupts a combination of attacks.
Fifth. Parry Riposte. (Requires masterstrike training). After the timing for the 'green shield' starts, tap and release 'Q'. Your guard is shifted to intercept the attack, time slows. During the parry animation use your attack button 'LMB/RMB' to deliver a Riposte action.
Sixth. Masterstrike. (Requires, unsurprisingly, Masterstrike training). *Before* the timing for Parry-Riposte, but after the start of the attack, tap and release 'Q'. You will 'attack' into his threat in a manner which defeats his attack and strikes him with no further input. The guard you are in does seem to work in combination with his attacks to 'select' the masterstrike you will use, but isn't important to the function. The act of masterstriking does the 'matching of the guard position' which Bernard mentions - it is a special purpose 'counter cut', which IRL uses an 'offered opening' and a step away from the centreline to deliver an attack 'simultaneously' behind the parry.
(Without masterstrike training, you will get a simple 'Perfect Parry' even with the early parry timing, and you can only simply attack *after* the parry ends, and cannot get the advantage that Parry-Riposte gives).
Polearms differ. They use a 'held' block 'Q', to parry sequential attacks, and you can attack out of the block by clicking an attack and releasing the parry button - which is 'safe' after a successful block.
A shield or weapon which 'gets in the way' will go some way towards protecting you, but isn't as effective as an intentfull momentary defence.
If you are engaging an opponent, and a second attacks you, you can parry, parry riposte or masterstrike this second opponent with no difference to how you would do if you were locked to him. I prefer to *lock* my camera to one opponent with the hard lock, so that this change of target is only a single action change, and I get my preferred target back for continued fighting. I find the soft-lock changing of target to be relatively confusing. I can always unlock (Shift) and look around, or cycle locked targets in view with 'Tab' or Mouse Scroll Wheel.
It doesn't matter what stance you have. However, there is a "pause" in between attacking and doing a master strike, so you'll need to practise to get familiar with that.
To clarify, you said *before* the parry timing to get the masterstrokes? As in, before the green indicator pops up?
Am I doing it wrong or is he just hardwired to always stop your combos?
For combinatory attacks, the easier ones are (Longsword), Fehler and Drei Wunder. These are both from entries in the lower left, and end with a double thrust - the Drei Wunder inserts a falling cut from the right between the entry and the double thrust.... this is easy to consistently perform, and it only requires your opponent to not perfect parry or dodge the first cut(s). False Edge (the one Bernard teaches, requires a minimum of one change of cutting line, manually, and it is easier to mess up even against a cooperative target)
With lower warfare, defence and weapon skills you will be thwarted more often than not... as your character improves they become higher odds propositions though, and with chain strike and a non-blockable final attack can do significant damage even with weaker weapons against heavier armour.
Balance issues make them less useful than they should be though - higher level weapons and skills scale to high damage too much, rendering simple actions too risky, and multiple hits somewhat unnecessary against those enemies you can safely attack repeatedly. Simply reducing the damage spread of weapons makes the more complex combat options much more usable and useful.