Help · help tactics

tactics

Same text as in-game help tactics.

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How you play
  1. Read help tactics for the verb card
  2. This page is extra detail for that loop

How you play -- more

tactics -- press, guard, and feint mid-fight

These are one-shot choices for your next swing. You need a current target.
Momentum is spent when the swing lands, not when you queue the intent.

  press   spend 25 Momentum: much more damage this swing; missing (or getting parried) costs extra. Refused if you do not have enough Momentum. If the foe is already locked mutual with someone else and your combined Momentum outpaces theirs, press can blindside (thinner dodge/block -- a pincer).
  guard   spend 15 Momentum: you try to BLOCK the next blow that comes at you (not your own punch). Vs an ultimate this becomes Perfect Guard (help perfectguard).
  feint   free: weaker hit now, but the foe is exposed -- the next swing against them (yours or anyone's) dodges more / hits harder.

Close maneuvers (grapple, lunge, yank -- help engagement) and Path gap-closers
(shove, fling, maul, …) snap the band to close on a clean connect and stagger the foe one beat. Ranged fighters cannot open distance on the very next game tick, so you get a swing at close before they kite.

Type press, guard, or feint on its own. Standing style is separate
(help stance). To leave the fight without leaving the room: disengage.

When your Momentum is maxed out, one more option opens up: unleash (help unleash) -- your signature ultimate. With two trained Disciplines, you can also
fuse them into a combo strike: weave (help synergy).

Combo priming (group scraps)
  When press or weave connects, the foe carries a one-tick [PRIMED] tag.
  A relationship ally of whoever landed that setup (friend / lover / family / partner) can consume it on the next swing for +25 Momentum and a forced critical -- if the foe is not blocking with guard. Distinct from two-Discipline weave marks (help synergy).