so... L1+X is your friend. or, you know, that handy little right stick that lets you dodge any attack
perhaps it wouldve made more sense for it to be an unblockable slam since the hammer and spear both have one but im sure they a good reason for it so you might as well take the easy parry and free kill and be glad they let you get out of it
If it makes you feel better I sometimes jump in and L1+/\ with my Ares Sword
This idea has grown on me. I like jump slice the way it is but an alternate "power" attack can be interesting too. For now, my L1+/\ surprised the hell out of my targets and I kinda like it that way
You can actually jump over the enemy players light attack (horizontal) and do the triangle attack on their heads, thus rendering parry unusable. I have survived 3 vs 1 situations where i have killed atleast 2 of the attackers with this tactic (with aid of magic and items also but thats not the point), even jumping over the Zeus Sword wave attack with a double jump air evade and hitting their ugly mugs is possible.
So if that ain't powerful, extremely useful, fast, and combo friendly, then nothing is. This wouldn't be so bad if this game wasn't a mess of jumping and juggling... people should not BOUNCE!!! period! Since the stamina system suggestion went unheard during beta phase (and probably will for all time) this will continue to be spammed and plague this game. It is not like Jump Slicing is the culprit, it is the mechanics of bouncing and grappling that lead it to being cheap and lame, and lead to players using the one thing they find most easy and useful. Hitting an enemy who is lying flat on the ground with you sword with a horizontal attack= ENEMY BOUNCES!!! wow... who thought that was a good idea? Maybe it was Fred Fuchs....
And seriously, jumping in combat, thats like almost as bad as sitting, how did anyone think this was a good idea? Fred Fuchs anyone? Anyway the mechanics and physics in this game just blow my mind... and not in a good way. There is WAY too much air time, WAY too much bouncing and WAY too much running! If this game had fall damage and physics, i swear no one would survive anything in this game without broken bones.
All needless mechanics should be replaced with DYING not bouncing around and turning to Michael Jackson etc. it would make the game more about skill and not luck or who jumps higher wins. You would think 10 hits from a Sword over half the size of your character would slice the enemy into small bits. Anyone who has played Shadow Of Rome on the PS2, or Severance on the PC would understand what i mean.
Part of the issue is that a Swords Jump Triangle has priority over every other weapons normal and or heavy air attacks. Second problem is that it's safe on a WIFF (miss) unlike a Spear's, or Hammer's Jump Triangle.
People complained about this during the beta, I knew it would arise again. There was a thread on this issue too last month...
Most if not all of the game mechanics present in GOW's MP work fine in 1v1 situations it's when multiple enemies start using the cooking cutter or better options that problems arise and or issues are amplified.
I'd actually like to play test a MP build of the game where the Parry after usage ( recovery ) time in blue state is reduced in half. This way actual Heavy attacks are more of a focus, and light (normal) attacks are more punishiable via parry. Since the Sword Jump Triangle acts like a normal via speed and safe on wiff, yet Juggles.
Or they can simply do what others are saying Sword Jump Triangle should have the same animation as it's ground heavy, have the same non safe on wiff (recovery) break block, and no initial juggle.
People...usually if you see someone with a sword jump in the air towards you, they will more likely than not try to use the triangle attack. Wait for it, prepare for it, parry it. Done deal. Then combo them. I do it ALL THE TIME. and im not even that good at this game. But I do know when a jumping triangle is coming.