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Obvious Slash, which is a direct straight downward slash along your centreline, hardrunken, which is a symmetrically straight thrusting attack, and the stagger rush attack, which is basically a flying headbutt, are the only attacks you can parry to either side successfully.
The timing window on all styles is relatively tight, and parries are no harder in that regard than absorbing is for Kahlt (exact same number of active frames).
As for when to use it:
Hitstun is longer than blockstun. Parrying out of block is going to be possible earlier than parrying after taking a hit. Breaking attacks have longer hitstun and blockstun than other attacks, so parrying or dodging them rather than blocking or letting them hit you is sensible. In general, you want to block fast attacks and wait for either a slow attack you can reaction parry or a mid-speed attack you've seen in the opponent's attack string before. Because there's a (short) windup when parrying, you'll often have to initiate the parry on a mid-speed attack as they're coming out of the previous attack animation, but learning the timing on different attacks is simply down to practise.
To reiterate OD's reply, practice. Every time you boot the game, practice before you compete. That's how it goes for anything, especially fighting games, even more so for Absolver.
Some personal advice, block until you get a general understanding on the player's tendency to feignt, or how many slower-moves are in their deck. Do this before you even throw your first parry, because after one or two missed parries, they'll know you're easy to fake out, which is Forsaken's biggest weakness, while a successful parrying Forsaken can be very formidable to even land a hit on once they've learned an opponent's deck. Keep at it, gl.
This game isn't garbage at all. It's a deep fighting game and I love it for that. I do want them to make the game 100% offline though; so I can fight my friends locally in split screen (Consoles and PC) or LAN Play (PC)..... That would make it Gold for me.
hes talking about parry (forsaken) that style has only 2 directions ... u are talking about windfall wich has 4 directions
Even good players - including plenty of people in the competitive scene who use it themselves and know how to mitigate the strength of parry - agree it's OP. Not "was" but "still is after being supposedly nerfed with every balance update so far". The latest update is interesting, because the "nerf" is actually a buff in the hands of a skilled player.
^thats correct :3 even tho im on the side that parry itself is fine just the free 130dmg punish they get garanted is too much.... but oh well we will see what slcp does next
Kahlt: Doesn't stop damage, doesn't interrupt goldlinking, doesn't slow down opponent's attack, can't effectively guard after absorb gives MAYBE tiny frame advantage when absorb canceling perfectly. Can also cancel into dodge. And hard-countered by breaking attacks.
Windfall: Ignores damage, doesn't interrupt goldlinking, slows opponent (sometimes), has recovery animation even when an attack is buffered, usually gives opponent frame advantage, but recovers the most stamina of the styles and siphons stamina from the target as well as slowing their stam regen for a moment.
Stagger: Provides no stamina recovery. Is literally just a set of attacks with special defensive properties. Hard to use, sidestep attacks rarely connect even from point-blank, and the backstep ONLY hits a pursuing opponent. As an added bonus, none of the attacks do any real damage (they're comparable to Calbot).
Forsaken: Stops incoming damage, no vulnerabilities to any attack type, GUARANTEED 130 DAMAGE PUNISH if you know what you're doing and everything goes perfect. Even without perfect use, semi-competent deckbuilding makes it reliable for 100+ and often 120+ damage hits. Slightly (but only slightly) weaker to feints than Windfall, and noticably weaker to them than Kahlt (although even absorbs can be feinted out in some situations). Recovery delay on a parry is shorter than the guaranteed punish window it provides, AND the punish window against a whiff is mostly "can't parry" not "can't act" so you can dodge or block out of a whiffed parry and shut down a lot of the possible follow-ups that should punish you in return.
It's OP because the punish it gives is basically the only guaranteed punish of any style in the game. It's OP because the punish it risks in return is inconsistent at best and the window it provides on a whiff is smaller than the window it creates on success.
The fact that stamina gains on style specials got nerfed across the board when shockwave got the insane 100% stamina refill buff means that styles are no longer a valid stamina management tool, so Forsaken being the second-least-viable of the things that aren't really viable for that doesn't really matter. The fact that Gravity got a nerf on everything it does and now can't be used as a punish tool any more means that parry is basically the ONLY guaranteed punish now. The only other real opening is a stamina break, which you have to outplay your opponent far harder to set up, and which doesn't guarantee much more damage than parry does.
u dont even own the game according to ur profile so clearly u have no idea about the current game mechanics LUL
Parry sounds like it does what it needs to do; punish players that swing and miss. It sounds like parry was even better before other game mechanics were nerf'd.