The feign option removes the failure case when responding to an opponents offensive move. This can be applied in two scenarios, either by using the 'pass and feign' option or selecting the 'feign' toggle when attempting to counter an opponent's manoeuvre - leveraging a 'counter feign'. Below is a brief description of these two scenarios:
Pass and Feign: When you pass and feign an opponents manoeuvre, it will have no chance to fail. Meaning if your opponent is trying to hit you with a difficulty 10 manoeuvre turn 1 and you Pass and Feign, the move will be successful no matter what. Strategically, Pass and Feign can be used as a tool to strategically position yourself. For example, your opponent has an energy advantage and is attempting to play a manoeuvre that does a high amount of leg damage, but your moveset does not require much use of the legs - you may wish to Pass and Feign to re-align your energy levels without much downstream impact for the remainder of the game.
Counter Feign: As with Pass and Feign, when selecting a counter feign the failure case for your opponents manoeuvre i removed. This means that there is a 100% guarantee that either your counter will be successful or your opponents manoeuvre will be successful. Strategically, counter feigns can be used at crucial times to regain control or even potentially win the game (by countering with a hold, or a pinning manoeuvre). Be careful though, you could end up getting yourself stuck in a position you dont want to be in if you attempt to counter feign with difficult moves that are not likely to hit. Always compare your counters difficulty and your statistics with your opponents when counter feigning.
Last updated