How to dodge and parry in Gakuran: Q-dodge i-frames, parry timing on F, beating unblockable M2 heavies, and turning defence into a punish.
Defence is where Gakuran duels are decided. Blocking alone just trades posture; the players who win dodge the unblockable heavies and parry the predictable hits, then punish. This page covers the timing for both and how to turn defence into damage. Community-reported — confirm your binds on the controls page and verify in-game.
Dodge with Q for a short step that grants invincibility frames — for a brief window you can't be hit. It currently costs no stamina, so it's your go-to answer to an unblockable M2: dodge through it, then punish the recovery. The catch is the recovery on your own dodge — spam it and a patient opponent catches you between dodges. Dodge with a purpose, not on a timer.
A parry is block (F) tapped at the exact moment an attack lands while you're facing the attacker. Unlike a normal block, a parry costs you nothing — no damage, no chip, no posture — and it stuns the attacker, opening a free combo. The window is reported to be fairly generous but demands you read the swing. It's the single highest-value skill in the game; drill it in low-stakes fights first.
Use the right tool: hold block (F) only briefly to absorb light pressure (it drains posture and lets chip through); parry when you can read the hit for a free punish; dodge (Q) when a heavy is coming, since M2 can't be blocked at all. Turtling on block until your posture empties gets you guard-broken and stunned — the worst outcome.
A parry or dodge is only worth it if you punish. The instant you parry (they're stunned) or slip a swing with a dodge (they're in recovery), start your M1 chain. The window is short — don't admire the dodge. Defence without a follow-up just resets the fight.
Part of the Gakuran combat guide. Then learn the routes on combos & extensions.
Hold the dodge input (Space + a movement key on most builds) at the moment the enemy's attack starts, not before. A well-timed weave slips the hit and leaves them in recovery so you can punish with a full combo.
Don't trade — weave the first swing and punish the recovery. Spammers leave themselves open after a whiffed string, which is exactly when your punch-punch-slam-stomp lands clean.
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