Becker und Tietz überragen: Mainz düpiert den HSV
Der Hamburger SV und der 1. FSV Mainz 05 gingen beide ohne eigenes Saisontor in den zweiten Spieltag der Saison 2026/27. Trainer Merlin Polzin änderte seine Startelf im Vergleich zum Auftakt in Dortmund an vier Positionen, unter anderem rückten David Møller Wolfe und Terem Moffi neu hinein.
Mainz-Trainer Urs Fischer nahm zwei Wechsel in der Abwehr vor, Stefan Posch und Kacper Potulski rückten in die Dreierkette.
Einer für Klopp? Hexer Karius beeindruckt auch Kompany
Vincent Kompany suchte nach Abpfiff nicht nur den Weg zu seiner Mannschaft, er ging auch zum Schalker Schlussmann Loris Karius und gratulierte ihm zu dessen tadelloser Leistung. Auf der Pressekonferenz erklärte er im Anschluss: "Es gab sehr viele Momente, in denen etwas Besonderes passieren muss, damit du die Null hältst."
Angesprochen auf das Lob des Trainers des FC Bayern München sagte Karius: "Es war sehr schön, ihn wiederzusehen und von ihm Glückwünsche zu bekommen. Er ist ein toller Mensch und ein super Trainer", freute sich Karius im Anschluss.
Armstrong spurns golden chance to win derby as Birmingham and Wolves draw
If only Adam Armstrong, the Wolves striker presented with a golden chance three minutes from time, had finished with the same style as his teammate Jackson Tchatchoua when scoring one of the season’s most memorable own goalsbefore half-time, then César Peixoto’s team would surely be sitting in second place in the Championship.
Instead, Armstrong lifted his shot over an open goal and Birmingham deserved to extend their unbeaten start to the league season as they capitalised on Tchatchoua’s howler.
Continue reading...Maitland-Niles stunner rescues late point for Everton against Manchester United
It would be putting it mildly to say Everton’s exhaustive search for a new right-back met an underwhelming response when it concluded with the signing of Ainsley Maitland-Niles on Monday. But there was an overwhelmingly positive reaction to the £4.3m recruit’s Everton debut as his stunning 25-yard strike rescued a point with virtually the final kick of the game against Manchester United.
Michael Carrick wiped his face in sheer disbelief after the former Arsenal player, 19 minutes into his first appearance for David Moyes’s side, found Senne Lammens’ top corner to send Hill Dickinson Stadium into raptures at the end of a troubled week. United were on the verge of victory following Benjamin Sesko’s 88th-minute header beyond Jordan Pickford but Everton, indignant and defiant after the shambles of transfer deadline day, twice fought back to preserve their unbeaten start to the season. A slow-burning contest erupted into a wildly entertaining second half.
Continue reading...Onimusha: Way of the Sword proves the parry formula is far from stale, you just need to get freaky with it
Listen, I'll be the first to admit that I'm a little biased towards parry-based action games. Sekiro will forever be my favourite FromSoftware game because of just how excellently it captured the back-and-forth feeling of swordplay, not only with its timed deflection mechanic, but its mandate to have you keep the pressure on.
But I appreciate that, for some, parry fatigue might be setting in. My fellow writer Mollie Taylor's sick of it, for instance—and I do understand. I think there are some games which use it as a bit of a crutch, and even the ones that don't can wear out their welcome.
Take Clair Obscur: Expedition 33, for instance. I liked it, but I wouldn't want every turn-based RPG I play to have a timed block in it. Still, it's fun to have the occasional one where stats can be overcome with deft enough bumper hands.
But to paint every parry-based system with the same brush seems short-sighted to me, because this deceptively simple mechanic has a ton of juice still left inside it: no other game proves this more than Onimusha: Way of the Sword, which, as far as I'm concerned, has broken new ground in terms of what parries can do.
Onimusha has one parry button, or at least, it has one parry button on the surface: your block, which when timed just as a blow is coming in, will send a series of sparks flying. The trick that Onimusha pulls—and most good parry-based games will do this—is in actually giving you several parry buttons. Onimusha is parries all the way down. You've got:
- The parry. Hit the block button at the right time and see sparks fly.
- Your deflect, an advanced version of the basic parry that requires you to hit another button while blocking.
- The Issin counter, a parry for people with huge cajones with massive risk and massive reward.
This is the trick to making a parry-based action system feel good, like finely-chopping veggies so you don't notice them in your soup. Not only do each of these parry-like mechanics have a unique attack they counter, they also serve different purposes, giving you a toolbox of ripostes to your enemy's assault.
The basic parry builds up a meter, the Blazing State, which increases your damage and stagger—naturally graduating you to the more demanding deflect ability as time goes on once it's full. Deflecting also counters unavoidable attacks.
The genius here is in the back-and-forth minigame between parrying and deflecting, since your Blazing State depletes over time, and refreshing it is easier than building it up from scratch. Meaning that even when your sword's on fire and you're deflecting, you still want to throw in the odd parry to keep your weapon ignited.
Then there's the Issin counter, my beloved. The extremely tight window for using this thing seems too punishing at first, but Onimusha throws in highly-telegraphed attacks for you as a treat—these are Issin bait. Slow, ponderous swings with clean windows that'll have you salivating the moment you see their wind-up.
It's often said that Sekiro: Shadows Die Twice is a rhythm game in disguise, and the same is true with Onimusha. And just like DDR has multiple directional arrows to keep things interesting, so too do these games grant you a broad toolkit, one that both locks you into an engaging and fatal game of rock, paper scissors.
There's also that sliding scale of risk, too, the progression from parrying, to deflecting to Issin counters encourages you to make more daring plays. The easiest defensive option gives the smallest reward, whereas an Issin counter shears off a huge chunk of health and stamina from your foe. And even then, both Issin and the deflect are riskier for different reasons! Deflecting has a more complicated set of button presses, like trying to throw out a dragon punch in a fighting game, whereas Issin has strict timing requirements.
Onimusha's at the forefront of parry experimentation, but it's not the only one. My favourite non-standard parry, outside of Onimusha, is in Nine Sols' Unbounded Counter. You hold a different block button, are vulnerable for a short-wind up, and then are given a short window whereupon releasing the button creates a parry. Hold it for too long, and you'll whiff, opening yourself up with another window of vulnerability. It requires you to know an attack's coming three business days in advance, which is why it feels so good to pull off.
Point being, I think the parry gets a bad reputation because it's viewed as an overly simple solution to engaging action combat—fie, I say! I bite my thumb at thee! Parries, like any other game mechanic, can be ham-fisted in their implementation. But they can also be very, very clever.
The reason I don't want parries to go anywhere isn't just because I like them, but because I think there are genuinely so many interesting potential versions of them we're yet to see from inventive devs. I want more games like Onimusha to surprise and delight me, and I want to see what ways a humble defensive button press can be altered to send me to action combat heaven.

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