Great info SlyGoat and Rognik.
So if you parry someone, even if you don’t follow up for an attack, you get a .8 second time window where the attacker can’t do anything.
Counter-attacking, on the other hand, does not guarantee a hit, since it may be parried in return, but will always hit first. Depending on the speed difference between your weapons, it may sometimes lead to trading hits.
Sounds right, except I’m not sure about the trading hits thing; if you really want to know you might want to test it with a Maul vs. Dagger to see if the dagger can get a hit in while the knight counter-attacks.
So all in all, counter-attacks are good versus people that spam attacks but not a “hit always” button.
Pretty much. I usually use a counter-attack to see if they’ll parry, and if they do, the next time I parry I’ll delay the attack and/or feint because they’ll probably repeat what they did before.
On public servers most players either just swing after getting parried or parry after getting parried. Usually you just need to figure out which type of player you’re fighting. Of course, if they’re actually a good duelist, there are a lot more possibilities, but that’s pretty rare in public (team) games. Encountering someone who actually feints regularly seems very rare to me. In any case, you need to be able to predict what your opponent will do to score hits. If you mess up and attack when they also attack, you can cancel your attack to parry, but that takes a precious split second and drains a lot of stamina.
Oh, it’s also worth mentioning that counter-attacks can’t be canceled with Q or right click, for some reason, probably because the windup is just so quick. You’re locked into a counter-attack when you start the animation. That’s actually a good way to see if you’re counter-attacking; try to cancel the attack, and if it doesn’t work, you’ve performed a counter. It also means that if you want to do a feint, you need to delay your attack after parrying.