Combat Basics

This page is dedicated to describing how combat works in HUSK with as much detail as possible. Various terminology and info regarding fighting mechanics are kept here.

Parrying
Parrying is a core mechanic to HUSK. Unlike typical parries in games, it works less as a direct counter and more as a block button. Autoparry allows you to block attacks and gain Critical, which are both integral to fights. Learning how to parry well is essential to getting better at the game.

Triggering Parry
Parrying is activated by pressing spacebar. When you begin parrying, your character flashes a bright white then dissipates to orange. You will have one second to be hit by a basic attack before it fails, putting your parry on cooldown. Any attack that isn't a parry break ( Breaks or Heavies ) will cause you to enter autoparry. Parry trigger has a cooldown of 5 seconds.

''A well timed parry can save your life, but poor timing can end it. Restrict yourself from parrying randomly, as it leaves you vulnerable.''

Autoparry
Getting hit during your 'Triggering Parry' state causes your character to flash red, indicating that you are now in autoparry. In this state, you cannot be damaged by basic attacks. Any hits you take are parried without any player input (except parry breaks). Any attacks parried builds your Critical. Autoparry lasts for [TBA] seconds. If you enter autoparry during an attack/ability, your attack will end and autoparry will take priority.

'' Entering autoparry means your next parry won't be on cooldown after parry exit. This means multiple parry triggers can be used in a row; a very effective tool. ''

Parry Exit
Autoparry can be cancelled in multiple ways; attacking, using an ability, or using a parry exit ability. Pressing space during autoparry will perform a parry exit ability (otherwise known simply as an exit), which is dependent on the weapon you are using. For now, the only available exits are Dash and Stomp. Performing either of these while <30% of your maximum health, along with 6 Critical, will heal you for 10%. Exits are intended to control the space between you and your opponent.

-Exits-


 * Dash - Leap in a given direction based on the direction you're moving in.
 * Stomp - Stomp the ground, pushing nearby players away from you.

'' Parry exits have a variety of uses, but by far the most useful is healing. Remember this when you're close to death. ''

Critical
Your critical meter is located at the bottom of the screen. Here, you can see your current level of Critical as well as your maximum Critical level. Your max Critical depends on the weapon you are using; for example, the Greatsword can hold 24 Critical, while the Katana can only hold 20.

Building Critical
Critical is gained by parrying and inflicting damage (even if the attack is parried).

Using Critical
Critical is used in abilities, parry exit healing, and critical attacks. Each ability's Critical cost can be found in its weapon's page. When you max out your Critical bar, your next basic attack will instead put you into Crit Stance. Basic attacks will now instead use a new combo, which tends to deal more damage or includes a parry break. Each Crit Stance combo is unique to the weapon itself, if you would like to know more about a specific weapon's combo it can be found on that weapon's page. Having maximum Critical can also be used in unique ways; the Fireball, for example, can see buffs such as increased damage and parry break.

'' Keep track of your Critical meter; being in control of your health and damage is a big leg-up in battle. Don't forget your abilities! ''

Offensive
Most actions in the game are offensive attacks. Each weapon's attacks and abilities can be found on their individual page.

-Offensive Movelist-


 * Basic Attack - Perform your weapon's basic combo.
 * Critical Attack - While in Crit Stance, swing your weapon in a unique pattern, dealing enhanced damage.
 * Stomp - Stomp the ground, pushing nearby players away from you. (Exclusive to Greatsword)
 * Sweeping Strike - Sprint forward with your Longsword to strike, then swing upwards with a heavy attack.
 * Point Break - Lunge forward with the Rapier, dealing a quick and effective parry break.
 * Frog Leap - Jump towards the opponent, grappling their shoulders and stabbing your Katana through their neck.
 * Crossbow - Fire a bolt, dealing low damage and inflicting the Impeded effect.
 * Fireball - Cast a fireball and throw it, dealing AoE and direct hit damage.

Special Attacks
Certain attacks have unique power, namely Breaks and Heavies. It's important to remember the distinction between these moves.


 * Break - Purple icon, deals damage and ends the victim's autoparry.
 * Heavy - Grey icon, does NOT deal damage but ends the victim's autoparry and pushes them away.

'' Attacks aren't the only option; pure offense is easily countered. Use everything at your disposal. ''



Defensive
There are a few defensive moves in the game, most notably the parry, but some unique abilities like Steel Skin can provide extra protection to ensure your next attack lands.

-Defensive Movelist-


 * Parry - Triggering parry is your main defensive move, blocking most attacks and building Critical.
 * Steel Skin - Forms an orange protective shield around your character, absorbing only one attack for a while.
 * Shield - Hold up your shield, becoming invulnerable to all damage until it breaks.
 * Healing Bark - Biting the bark, you are given a second wind; healing you for some HP.

'' Often times, good defense can give you plenty of opportunities to punish. The key to good defense is timing. ''

Evasive
Parry dashing is currently the most effective evasion tool. Dashing allows you to quickly move out of range or close the gap between you and your opponent. Being in control of your distance, whether close or far, is key to controlling the flow of combat.

-Evasive Movelist-


 * Dash - Leap in a given direction based on the direction you're moving in.
 * Pocar Reeds - Once consumed, the reeds rejuvenate your stamina and allow it to replenish much faster.

'' Like defense, evasion can present more opportunities to punish. Unlike defense, you're in less control of your spacing, which can severely lower your potential damage output. Being out of range means you both can't hit each other. ''