Delay Punish is the term I use to refer to delaying attacks in order to punish a player's response. Usually when you finish an attack, their is a recovery animation that can be canceled by performing any action including walking, rolling or using an item. This is an animation that presents the player returning to the their neutral animation. This entire animation also acts as the follow-up animation where you can press the attack button to follow the next move.
So where am I going with this? The animations vary from lasting .1 seconds to lasting an entire second. This is usually enough time for a person's active parry frames or invincibility frames from rolling to run out. Large weapons in particular have long lasting frames, going as far as lasting longer than a second.
You can use this to mess up set-up parry by altering the parry window. Especially easy weapons to set-up parry have long frames, so it is also easy to alter your parry window. There is also a physiological application to this. Since these animations looks like a sort of recovery animation, most people would think you are still incapable of moving, and would rush you at a moment's notice. The delay is usually a nice way to catch people offguard as they rush to your animation and works for getting those follow up R2 to work.
For example, take the Demon's Greataxe. It has a follow 1h r2 that deals brutal damage on hit. Usually, because it is easily telegraphed from the initial R2, it is practically impossible to land. However, the frames for follow-up are about an entire second. You can whiff the first shot, then when the opponent comes in to attack, you can follow it up, applying the delay to time your attack.
There is 1 other thing. During these "fake" recovery frames, your stamina WILL regenerate. You can use this to recover stamina while still preparing the follow-up. Again, this is is something useful to large weapons.
So where am I going with this? The animations vary from lasting .1 seconds to lasting an entire second. This is usually enough time for a person's active parry frames or invincibility frames from rolling to run out. Large weapons in particular have long lasting frames, going as far as lasting longer than a second.
You can use this to mess up set-up parry by altering the parry window. Especially easy weapons to set-up parry have long frames, so it is also easy to alter your parry window. There is also a physiological application to this. Since these animations looks like a sort of recovery animation, most people would think you are still incapable of moving, and would rush you at a moment's notice. The delay is usually a nice way to catch people offguard as they rush to your animation and works for getting those follow up R2 to work.
For example, take the Demon's Greataxe. It has a follow 1h r2 that deals brutal damage on hit. Usually, because it is easily telegraphed from the initial R2, it is practically impossible to land. However, the frames for follow-up are about an entire second. You can whiff the first shot, then when the opponent comes in to attack, you can follow it up, applying the delay to time your attack.
There is 1 other thing. During these "fake" recovery frames, your stamina WILL regenerate. You can use this to recover stamina while still preparing the follow-up. Again, this is is something useful to large weapons.