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Gamer's Health

 

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
Looks like this:
-
Vert=Vertical
Looks like this:
|
Diag=Diagonal
Looks like this:
/ or \
360=360 degree attack; AOE

NAME
BUTTONS
DELAY NOTES
DESCRIPTION
Single Swing C1 1 Swing hammer horiz
Double Swing C1, C1 1.5 (Knockdown) Swi ng hammer horiz x2
Double Swing 2 C1, C2 2 (Knockdown) Swing hammer horiz+diag
Forward Stab W, W, C1 2.5 (Knockdown) Move forward and stab rotating hammer
Forward Stab 2 W, W, C2 2.5 (Knockdown) Move forward and stab hammer diag
Jump attack Space, C1 2 (Aerial)(Knockdown) Jump and Strike down with hammer vert
Special attack Hold, C2 2 (2.5m radius)(Guardless 1s) Store up energy in hammer and strike down 360
Spinning attack C1C2 3.5 (Invincible)(Knockdown) Invincible, Mobile 360 hammer attack
Wake up attack C1 1 (When Knockdowned) Spin hammer while rising-up in 360
Guard Shift    
Front Grip C1C2 2 (Approach from Front)
Rear Grip C1C2 2 (Approach from Rear)

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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