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Breaking an enemy guard is easy and a quick way to defeat shielded enemies. Countering is another story, it requires precise timing and it's a risky move (you'll get hit if you time it wrong). It's not required to beat the game, but it's a satisfying move nonetheless.
To perform a parry you need to have a shield equipped. The first shield is in a chest right beside the first checkpoint in the dungeons.
Awesome game so far. Loved Ziggurat!
It also eats your stamina, rendering the parry effectively useless. You bounce back, your opponent bounces back, a waste of precious seconds you could have spent on something useful like an attack or dodge.
But yeah, parries could benefit from a longer stun duration, even though there's a fine line between making them great and overpowered.
That said, I'm doing a build that's more about shield-hiding right now, because I'm really bad at parrying :p
A parry diverts an on-coming action using its own momentum; while what takes place in this game, is more of a 'rebounding' of the opponents' attacks -- something far more akin to a repel / deflection.
The Soul Calibur fighting games (Dreamcast / Playstation / Xbox/360) had parry / repel mechanics more representational of what the respective terms actually mean: Parried attacks would cause the attacking character to either (*it changed as the series progressed (read: regressed!)) stagger towards the direction they were attack (generally to the side of the defending character); repelled attacks would cause a deflection of the oncoming attack, momentarily 'stunning' the attacking character.
I suggest checking these out (for both players and devs) as a reference for what these respective defensive manoeuvres look like.
yeh i started about an hour ago combats great as i geert the hang of it
thankfully the developers havent added any artificial delays to movement
its beautiful