


The only risk is missing the (very generous) block timing, which is entirely in the player’s control. However, when you just stand there and wait for your opponent to attack the outcome is entirely in your control. There is always that element of uncertainty. Attacking normally puts the player at risk, regardless of your personal skill or in-game stats. Every single time you swing your weapon you are gambling that your opponent won’t counter you with a Master Strike.Īnd therein lies the problem. You can’t attack in a way that keeps you safe from a Master Strike. However, Master Strikes also punish the player for attacking, as the enemy can get an unblockable counter, regardless of the direction of your attack, your combat stats, whether you use a feint, or any other factors in the players control.

Master Strikes can do significant damage depending on which animation you get, even if your opponent is wearing heavy armor. However, I feel that the Master Strike creates some problems that hamper the rest of the combat system and force the player to fight in a specific way. They are invaluable when fighting groups since you can’t really be too aggressive at risk of getting pummeled in the back if you try to concentrate your attention on any single enemy. They are fun to pull off and a great reward for leveling your defense to make them easier to do. However, that doesn’t mean I don’t think it couldn’t be improved.įor a long time I couldn’t decide whether I like Master Strikes. It is really unique and incredibly satisfying to master.
