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In the original Kingdom Come: Deliverance, “parrying” is split into two different techniques. A perfect block is the timed defense triggered when the green shield appears in the combat rose; a Master Strike is an earlier, directional counter that requires matching the incoming attack zone and training with Captain Bernard. Learn the ordinary block first, then add perfect blocks, ripostes, Master Strikes, dodges, and clinches in that order. This sequence gives you a reliable defense for duels and crowded fights without treating every successful block as the same move.
What “parry” means in Kingdom Come: Deliverance
The game does not use one universal parry button. It has several defensive outcomes that look similar at first but have different timing and requirements. The terminology matters because practicing the wrong cue will make your counters feel inconsistent.
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| Technique | Timing | Directional requirement | What it does |
|---|---|---|---|
| Ordinary block | Press block while the attack is arriving | None beyond facing the attack | Stops a frontal strike without matching the enemy’s attack zone |
| Perfect block | Press block when the green shield lights in the center of the combat rose | No zone match required | Costs no stamina and can interrupt an opponent’s chained strikes |
| Riposte | Press an attack input during or immediately after a successful perfect block | No additional zone match | Adds a follow-up attack to the perfect block |
| Master Strike | Press block during the first stage of the enemy’s attack | Match Henry’s weapon zone to the incoming zone | Performs a distinct directional counterattack; it must be taught separately for each weapon class |
| Dodge | Step sideways or backward as the opponent draws back the weapon | Move away from the attack line | Avoids the strike without waiting for the green-shield cue |
These definitions and timings are described in the Kingdom Come: Deliverance combat reference. In practical terms, use a normal block when your timing is late, a perfect block when you can read the cue, a Master Strike when you can read both the cue and the attack zone, and a dodge when you would rather leave the strike’s path.
Controls you need to know
The default controls below apply to the original game. The game allows remapping, so check Options and your control settings if an input does not match your platform.
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| Action | PC default | Xbox default | PlayStation default |
|---|---|---|---|
| Block | Q | Left bumper | L1 |
| Riposte attack inputs | Mouse attack buttons | Right trigger or right bumper | R1 or R2 |
| Kick at range or clinch at close range | F | Left trigger | L2 |
| Lock on to a target | Tab | Press the right stick | Press R3 |
Because the attack buttons are also used for normal strikes, do not mash them while waiting for a perfect block. First secure the block, then press the attack input for the riposte. If the attack button is pressed too early, you may begin an ordinary attack instead of the counter you intended.
How to perform an ordinary block
1. Face the attacker
Keep Henry oriented toward the opponent and watch the weapon rather than the character’s feet. A standard block protects against an attack coming from the front even if you do not identify its exact combat-rose zone.
2. Press the block control as the strike arrives
Tap Q on PC, the left bumper on Xbox, or L1 on PlayStation as the weapon reaches its attack. This is the emergency defense to use while learning an opponent’s rhythm. It is deliberately less demanding than a perfect block because it does not require a zone match.
3. Reset your position
After the block, re-center Henry on the opponent before choosing your next action. A block is a defensive stop, not automatically a counterattack. If you are not ready to riposte or strike, keep your guard available and wait for the next opening.
Spend a short practice session using only this block. The goal is to recognize the moment an attack is committed. Once you can stop several attacks without staring at the keyboard or controller, move to the green-shield timing.
How to land a perfect block
Read the combat rose
The combat rose displays attack directions around the center. When the green shield appears in the middle, the game is signaling the perfect-block window. Press the block control at that moment rather than holding it from the start of the exchange.
Tap, do not guess at a zone
A perfect block is defined by timing the green-shield cue; it does not require matching the enemy’s attack direction. This makes it the most useful “parry” substitute for players who are still learning the rose. The reference describes it as costing no stamina and as being able to interrupt chained strikes, so a well-timed defense can stop an opponent from continuing a combination.
Use the interruption to take control
When the perfect block succeeds, do not immediately run forward or turn away. Keep the opponent in front of you and decide whether to riposte, create space, or prepare for the next attack. Perfect blocks and ripostes can continue in a chain until someone is hit, so the first successful defense can become the start of a sustained exchange.
How to riposte after a perfect block
- Watch for the green shield. Press the block control during that window.
- Confirm the defensive contact. Keep Henry facing the attacker instead of turning the camera away.
- Press an attack input. On PC use a mouse attack button; on Xbox use the right trigger or right bumper; on PlayStation use R1 or R2.
- Return to defense. After the riposte, be ready to block again rather than assuming the exchange is over.
A riposte is a follow-up input after a perfect block. It is not a separate version of the perfect block, and a perfect block does not automatically perform one. Practice the two inputs as a sequence: block on the green shield, then attack. If the timing is reliable but no counter appears, verify that the attack input is mapped correctly and that you are pressing it after the block contact.
How to use a Master Strike
Train the technique first
Captain Bernard teaches the Master Strike separately for each weapon class. If the move is unavailable, return to Bernard and complete the relevant training rather than trying to force the input in a live fight.
Match the incoming attack zone
Unlike a perfect block, a Master Strike requires a directional match. Set Henry’s weapon zone to the same zone from which the opponent’s attack is coming. This is an intentional read of the combat rose, not a reaction to the green shield alone.
Block during the first stage of the attack
Press the block control during the first stage of the enemy’s attack, earlier than the ordinary perfect-block cue. The combination is therefore:
- Identify the opponent’s incoming zone.
- Move Henry’s weapon zone to match it.
- Press block as the attack begins its first stage.
Do not label every successful green-shield defense a Master Strike. A perfect block can succeed without a directional match, while a Master Strike depends on both the match and the earlier timing. When learning, alternate drills: perform several perfect blocks without changing zones, then practice Master Strikes against a predictable attack direction.
Dodging when you cannot read the block cue
You do not have to wait for the green shield. The combat reference recommends stepping sideways or backward just as the opponent draws the weapon back. This usually happens before the perfect-block cue appears.
Side step
Use a sideways step when you want to leave the attack’s line while staying close enough to answer. It is especially useful when the attacker’s weapon is already committed to a direction you can see.
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Step backward when the opponent is closing quickly or when you need room to reset the camera and target. Once the strike misses, face the opponent again before choosing a counter.
Dodging is an alternative defense, not a replacement for every block. If the arena is crowded or a wall limits movement, a timed block may be safer than trying to step through another fighter.
Use kicks and clinches at close range
The same input can produce different actions depending on distance: F on PC, the left trigger on Xbox, or L2 on PlayStation performs a kick at range or a clinch at close range. Treat this as a spacing tool when an opponent is inside your preferred weapon distance.
- At range, use the input for a kick when you need to disrupt the approach.
- At close range, expect a clinch instead; use it to contest the opponent’s pressure rather than trying to swing through an awkward distance.
- After the action, re-establish your facing and choose block, dodge, or attack based on the opponent’s next movement.
Choosing the right defense in a fight
| Situation | Best first choice | Why |
|---|---|---|
| You are still learning an opponent’s rhythm | Ordinary block | It protects from the front without requiring an attack-zone read. |
| You see the green shield in the rose | Perfect block | It costs no stamina and can interrupt a chain. |
| You have just landed a perfect block | Riposte | An attack input turns the defensive success into a follow-up attack. |
| You have Bernard’s training and can identify the incoming zone early | Master Strike | It is the directional counter for the first stage of the attack. |
| The opponent draws back and the block cue has not appeared | Sideways or backward dodge | Moving off the attack line avoids relying on the cue. |
| The opponent is already inside your reach | Kick or clinch input | The F/left-trigger/L2 action changes with distance and helps manage close pressure. |
Use the least demanding option that solves the immediate problem. A normal block that keeps you alive is better than a missed Master Strike. Add complexity only when you can repeat the simpler defense consistently.
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A practice progression that builds reliable reactions
Stage 1: Block without countering
Face one opponent and defend with the ordinary block only. Ignore attacks for the moment. Your target is consistent recognition of the incoming swing and a clean defensive input.
Stage 2: Add the green-shield cue
Keep the same opponent and start tapping block when the center shield turns green. Do not attack afterward yet. This isolates perfect-block timing from the extra decision of choosing a riposte.
Stage 3: Add one riposte input
Once the green-shield timing feels repeatable, press one attack button after each successful perfect block. If you lose the cue while looking for the attack button, return to Stage 2 and shorten the sequence.
Stage 4: Learn Master Strike timing
After Bernard teaches the move for the weapon class you are using, watch the attack zone and press block during the first stage of the attack. Practice one predictable direction at a time before attempting to react to changing zones.
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When the opponent draws back, alternate a sideways step, a backward step, and a block. This teaches you to defend without waiting for a single visual cue and prevents every exchange from becoming a stationary guard contest.
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Stage 6: Add close-range control
Allow the opponent to approach, then test the kick or clinch input at the appropriate distance. Immediately face the opponent again so the drill ends in a controllable position rather than a camera scramble.
Independent reader supportYour contribution helps us test, update, and keep practical guides available for everyone.Winning one-on-one fights
Start with defense, not damage
Open an unfamiliar duel by watching the opponent’s first attack. A normal block gives you a safe baseline; a perfect block gives you a chance to interrupt; a Master Strike is worth attempting only when you can identify the zone and the early timing.
Turn every successful defense into a decision
After a block, choose one action deliberately: riposte if the perfect-block window was clear, dodge if the opponent is already winding up again, or hold position if the spacing is poor. This prevents accidental attacks during the recovery moment.
Protect your facing
Most of the defensive system assumes the attacker is in front of Henry. Keep the camera and character oriented toward the active opponent after every step, clinch, or riposte. Losing that facing can turn a correctly timed input into a block made against empty space.
Break the opponent’s rhythm
Alternate defensive choices. A perfect block can interrupt chained strikes, while a dodge changes the attack line and a clinch or kick changes the distance. Repeating one response makes your own timing harder to read and can leave you trapped when the opponent changes direction.
How to survive group fights
Use lock-on deliberately
Lock-on is Tab on PC, a right-stick press on Xbox, and R3 on PlayStation. Select one attacker before attempting a precise Master Strike or riposte so the camera stays oriented to the threat you are reading.
Do not assume an unlocked attacker is harmless
A perfect block can still work against an attacker who is not locked on, but the green shield cue is not shown in that situation. In a group, watch the weapon and attack motion directly when the active threat is outside your lock-on target. Rely on ordinary blocks or dodges if you cannot read the cue confidently.
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Use a backward or sideways step to separate from the nearest attacker before switching lock-on. If you turn toward a new target while another fighter is already in striking range, you may give up the frontal protection that makes the ordinary block reliable.
Use the simplest defense against the least visible threat
Reserve Master Strike attempts for the opponent whose zone and wind-up you can actually see. Against a partially obscured attacker, keep the active target in front of you, block the incoming frontal strike, or move away from the attack line. The absence of a green cue outside lock-on means that visual awareness matters more than memorized timing.
Troubleshooting common mistakes
“I block, but it is never a perfect block.”
- Press later, at the green shield in the center of the rose, rather than holding block from the start of the exchange.
- Make sure you are facing the attacker whose strike you are reading.
- Practice without a riposte input until the defensive timing is consistent.
“My perfect block works, but the riposte does not happen.”
- Press the attack input after the block contact, not before it.
- Use the correct platform input: mouse attack button, right trigger/right bumper, or R1/R2.
- Check whether your controls were remapped.
“I cannot perform a Master Strike.”
- Confirm that Captain Bernard has taught the move for the weapon class you are using.
- Match Henry’s weapon zone to the incoming zone.
- Press block during the first stage of the attack; waiting for the green shield is a different timing.
“The green shield disappears in a group.”
The cue is not provided for an attacker who is not locked on. Use direct visual reading, a normal block, or a dodge, and lock on to the threat you intend to read.
“Dodging leaves me in a worse position.”
Begin the step as the opponent draws the weapon back, not after the strike has already reached Henry. Prefer a backward step when the camera is crowded and a sideways step when you can clearly move off the attack line. Re-face the opponent immediately after the step.
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- Face the attacker before pressing block.
- Use the ordinary block when you need dependable frontal protection.
- Tap block when the green shield appears for a perfect block.
- Press an attack input after a successful perfect block to riposte.
- For a Master Strike, match the incoming zone and block during the attack’s first stage; train with Captain Bernard for each weapon class.
- Step sideways or backward as the opponent draws back the weapon when you want to dodge.
- Use F, the left trigger, or L2 for a kick at range or a clinch at close range.
- Lock on with Tab, right-stick press, or R3 when you need a stable target; remember that an unlocked attacker gives no green-shield cue.
- Check the in-game settings if your controls differ from the defaults.
With this order of operations, “parry” becomes a readable decision rather than a single mysterious reaction: block the attack you cannot yet read, perfect-block the green cue, riposte from that defense, Master Strike only with the trained directional read, and dodge when moving off the line is safer.
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