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Swordsman | Archer | Blacksmith | Mage | Ninja Blacksmith Move List The Blacksmith has a fairly limited move list when compared to the swordsman, but he has more than enough attacks to do some serious damage. The strategy to playing the Blacksmith is to know the delay on his moves and learn to be able to judge if you can survive the delay without taking damage. In the beginning, every swing of your hammer will feel like a risk, for some ninja to dart around and grip you from behind, or some mage to position up casually for an ice spike. After the move list, we will look at how to prevent that, how to play the Blacksmith as a reactive attacker instead of a proactive attacker. The basic rule of thumb for Delay is as follows: If your enemy blocks a delay1 attack, they have time to follow up with a regular strike If your enemy blocks a delay2 attack, they have time to follow up with a regular strike or a grip If your enemy blocks a delay3 attack, they have time to follow up with a regular strike, a grip, or a special attack Button Abbreviations: W=Toward S=Away A=Left D=Right C1=Left Click C2=Right Click C1C2=Both Click at the same time Shift=Guard Space=Jump Swinging Abbreviations:
Horiz=Horizontal
NOTE ON GRIPS: Grips are tough because you have to be close, very close to your opponent to account for lag. They are best reserved for coming up behind archers and mages who are already firing. Important note about grips and the Blacksmith, if you try to grip and are not close enough, you leave yourself open immensely by performing the spinning hammer, which leaves you dizzy for a few seconds afterward. Grips are a risky proposition in the hands of the Blacksmith and should be reserved for when you know you can get close enough. Otherwise leave grips to other classes who need them (like ninja) and let Blacksmith pound away with your hammer, only using grips when you know you have an opening.
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