This is another situation where I have to thank Meowmaritus, this time for pointing out that the hit capsules showed the partial immunity. I had been wanting to cover the topic, since I'd seen a lot of contradictory speculation about jump s and some attacks having the ability to ignore them or some other special consideration being used for getting hit when you shouldn't, and the hit capsules gave a perfect way to explain and visualize how it really works.
there seems to be something inside of the Great jar in front of the colosseum in cealid. do you know what it is? don't even know if it's anything interesting tho...
I'm glad to have started this chain of events by bugging the fine folks at ?ServerName? to check it out having concluded from my in-game testing that jumps indeed have invincibility but only for your lower body 😎
this is absolutely huge for me, thank you. I was always afraid of jumping to avoid hits, cause I had the idea that jumps had zero defensive properties other than avoiding very, very low hitboxes. Knowing that practically half my body is invulnerable is a game changer
When someone goes into the nitty gritty little details of a game and explains it for all to understand that's pure dedication and that's why I'm subbed
So basically treat any horizontal attack just like we would in Sekiro, alright! Still, I did kinda guess that, during jumping, only the player character's legs have i-frames - explains why it's better to jump than dodge some "ground pound" attacks e.g. Godrick's "I command thee kneel" attack.
Godrick and Gordfreys earthquake attacks still have hitboxes on the weapon/arm/leg ect so you've gotta space the jump properly, or circle behind them if you intend on jumping.
Some of the ground attacks of the bosses cant be avoided with jumping when i realize that i stop using jump for dodge. Some bosses feelt like they are intended to fight with horse.
Once you master the jump, this game just opens up to you. It took me way too long to realize this. Bloodhound knight is really good at teaching this. He does two slashing hits, then one overhead. If you capitalize on this, you can much more easily punish. Godrick's earthquake attack can be jumped over, and you get a great opportunity for a jumping attack on the last one in the chain.
jump attack is also good for avoiding the two swing combo from the twin blade gargoyle, you jump the first swing and your jump attack on the landing makes you low enough to avoid the second swing.
Dont forget there are multiple ash of war or strong spells that make you go in the air in some way or can be used mid jump. These skills have the same i-frames and are absolutely busted against shockwaves. For example that dragon ultra beam, one of the last incantation could be used to dodge like 3 shockwaves of godrick and even though you locked in animation for ages you probably can use it without it being risky in any way. Same for horah loux.
Now we have four defensive tools: Guard the fast attacks; jump the sweeping attacks & ground AoEs; roll the slow attacks; and some attacks can be easily avoided by repositioning. Utilizing all the tools appropriately, there would be tons of windows for being offensive and breaking the stance. Radahn is a great example. This is the best PvE combat in souls games IMO.
@@superal68 I actually like this game better. Sekiro was amazing too, but ultimately a very defensive game where you really did spend most of the time just parrying attacks to succeed. This game is definitely more balance towards offense, where defense is for survival, not to straight up kill the enemy. That is unless you are still parrying.
two handing to reduce the detection is interesting! It makes me wonder, the Twinned armor set (worn by D), when you two hand a large weapon over your shoulders while wearing that, the "head" sticking out of the armor actually lifts the arms even higher, as to not collide with the head. I thought it was a fun visual gimmick, but i guess it can actually be used to legitimately avoid hits while jumping even better ? Can you maybe test this, and see if the arms really do stay up for even longer when wearing that particular armor set? it would be an interesting follow-up to this!
Also, let's not forget the Thicc armours that lift your arms already, like the black onion armour (forgot the name, but this description should be clear enough lol)
That's a good idea, lifting up the hitbox of the elbows just slightly more to match where the hitbox of the chest is would give you as much jump invincibility as possible. Might be something to mention to sound smart in a build based around RKR jump attack spamming or something lol.
I was actually curious about this. I think that's a neat way to handle it: Make it so that you can jump over sweeps and floor effects but still get bonked if you jump into a overhead.
@@_zealos_8213 It was kinda like that for a bit! Since DS2 you can crouch and jump over attacks with certain movesets. Janky as it was. Now it's a bit more refined.
@@_zealos_8213 always has been 😎 On a more serious note, Sekiro already had something like that baked in. One thing lots of people missed on that game is how dodging is a great tool against overheads and lunging attacks - if you dodge them instead of deflecting you'll usually be able to deal vitality damage. IIRC the only exception is the monke boss, since deflecting the last hit makes him vulnerable for a long time.
Just last night I noticed that the hit boxes feel very precise in most instances, the ground slam made me notice how good they feel while fight one of the whip scythe mobs in nokstella because the duck down animation went under one swipe and the leap went over the next swipe...it was beautiful lol.
Early on in my play through I often went with a colossal weapon and heavy roll armor. I found jumping incredibly versatile as a means of evasion, jumping backwards actually provides incredible level of safety and protection, while jumping towards enemies with attacks is also very effective.
I did have a sneaking suspicion that they'll try and make jumping a viable way to dodge attacks, which they did. Glad to see how it actually works though
I'm happy to see actual dodge mechanics. I'm hoping Fromsoft will eventually move towards better dodging because being able to "roll" through an attack (i-framing) that visually and clearly hit, just seems like bad design.
Based on the sheer number of _"Try jumping"_ messages I see surrounded by bloodstains, I'd have to say jumping isn't particularly safe overall. Cheers!
@@jonnytheirish1857 Seems like the joke went over your head. The "try jumping" messages are usually a cliffs to bait people into throwing themselves off, hence the bloodstains.
One of many thing I loved about Dark Souls 2 was that instead of rolling, it was sometimes better to run to the side of an enemy, which while more risky allowed you to hit that enemy more quickly- so just like with jumping in Elden Ring, you could sacrifice safety for better offensive ability. I love that in Elden Ring you can dodge in many different ways as well.
I mean that is just the common hug the bosses side strategy that worked for all the DS games. Considerably less in the newer ones, but DS1 Bosses nearly all had that "flaw"
@@99Etien no, it's a different strategy I'm talking about. I'm talking about running to the side as a response to specific attacks (Like Pursuer's charge), not hugging your enemy in order to get an easy backstab.
@@starhalv2427 ik what you are talking about, happens too if you just walk two inches to the right when he does his grab, and it works better since in ds2 you really have to save your stamina
I really enjoy how much care was put into making Elden Ring something different to the Souls games. Jumping serving as a viable alternative to rolling in many circumstances, guard counters, all enemies having breakable poise that promotes use of heavy attacks, it all makes the game holistic and removes it from the rollfest of the previous Souls games
Excuse me? This game is endless rolling in PvP, a level 9 character can swing a colossal weapon like four times, it's completely broken and senseless. Stamina needs a nerf. Further, I can't think of a single enemy in dark souls 3 that can't be poise broken.
@@aeriagloris4211 I don't have any experience with ER PVP so I can't comment on that, but the PVE system absolutely benefits from non-rolling approaches. I think we're confusing terms here. I'm talking about repeated heavy attacks being used to cause an enemy to fall into a vulnerable state, not about overcoming an enemy's hyper armor on an attack. DS3 certainly didn't have the former.
@@aeriagloris4211 i think he meant stance breaking... But yes this is not new, ds3 had bosses and even enemies that you could stance break to riposte, elden ring just gave it to the common enemies too
@@abrahamrangel2326 Yeah, but DS3s system is based on DPS instead of Poise damage. That means buffed sellsword twinblades will always win out. I also never got an idea on how to posture break a boss in DS3, because there was no good way, it just kind of happened and not very often. And it also was not the case for every boss. Most could not be posture broken, some could be posture broken but not riposted (Soul of Finder), and there were only a few that could be riposted (Nameless King, Midir, Demon Princes)
I would love a video explaining the difference between light and medium roll and if the trinket that improves dodging has a worth while effect on either of the rolls
Powerstancing halberds gives an amazing jump attack I happened to stumble upon because I was running a cosplay build. High damage, high stagger, large hitbox, and low risk. I can spam heavily armored knight type enemies to death, even (especially) if they have a shield. They'll often lower it to try an attack and get interrupted with a staggering hit. The only problem is you can completely miss smaller enemies standing right in front of you, like rats or dogs.
yeah i used that on my first playtrough just cause I like juggernaut type characters and my god was it strong, probably the strongest mimic tear you can have with that build too. high poise, S scaling str with the max halberds, and high vgr/end/str because these are the only 3 stats you put points in.
I did the same thing with pickaxes. Jumping L1s seem very effective with greataxes, greatswords, greathammers, halberds, and colossal weapons. If you want to factor stance-breaking into which weapons you choose, then pick greathammers or colossal weapons. I've noticed some end lag on the animation depending on how big your weapons are, so it's important to consider how hard it will be to disengage before approaching an enemy.
especially if the enemy's on a lower ground. there were some bullshit moments where my overhead slam stopped just before the enemy's hitbox and the counterattack got me killed lol
I've been using jump attacks in my playstyle once I found that claw talisman, but now seeing how two handing actually helps is really cool. It was a good move on from to make your legs disabled in a jump cause then every single attack would've still hit you without that
Jumping is bad in PVP for the same reason Jumping is bad in any fighting game: it locks you into a descending, telegraphed landing, to which you get punished for.
I've watched a handful of your videos in the past but have never seen your videos be so detailed and really deep into the mechanics of the game as your recent videos have been. I truly enjoy this type of content and hope you continue to do so. :)
Thank you very much for putting this together - it's a *very* clear, concise demonstration and encapsulation of the important stuff. Also, thank you, Meowmaritus, for providing the necessary Deep Knowledge to underpin it!
I've noticed that just activating he jump can save you in last minute situations from shockwaves. I've essentially perfected it as a proper tactic after battling Godfrey. Soon enough, the people I was helping everytime I'm summoned would notice me and start copying me. Love how detailed hitboxes are
Tbh this is my first From game that I've gotten day 1. I'm super excited to see all sides of the community. Really happy there's even super technical people like you! As someone studying game design, I find all of this super duper interesting.
I really like how jumping to avoid AOEs was implemented in this game: it makes fights like Godfrey even more insane when you have to juggle rolling, jumping, and potentially running and blocking to fully avoid all the attacks, and if you get it right you get the reward of pulling off a jump attack. Makes me wish you could do this in earlier games!
Right?! I want to use guard-countering more but I'm a dual wielder so it's awkward. It's also not very safe to use, you gotta be 100% confident nothing else is going to hit you when doing it since it doesn't seem to have super armor.
Sekiro was basically designed around more complex mechanics like that. Allowed for huge opportunities to just decimate bosses and regular enemies if you took advantage of their attacks in the right ways, and almost everything had a weakness to one or more of the prosthetic tools which opened up unique opportunities of attack within their move sets or allowed for easy kills on regular enemies.
@@oid__ Ik, the main thing I loved about Elden Ring is that it took those combat mechanics and applied them to the DS combat system, which allows for the mechanical complexity of Sekiro with the moveset versatility of DS. Sekiro had my favourite system before, but I feel like Elden Ring perfect Soulslike combat for me personally
I had speculated that this exact thing was happening when I first played the game. Amazing work, thanks for giving me proof to show all my friends I was right
Yeah I noticed when I was fighting the first crucible knight that I could pretty consistently jump towards the thrust for an easy jump attack without getting hit which got me thinking that this was the case.
Neat! Dodging with jumps, especially into a jump attack, is one of the coolest additions they’ve made to the Souls formula. Knowing this stuff I’ll definitely be looking for more ways to dodge low attacks.
Coming from Sekiro, jumping felt so intuitive in this game. My first experience using it was with UTS's tail swipe. You dodge it and attack at the same time 😌👌
Hi Zullie! Have you heard of the glitch of mounted enemies dying instantly when they are knocked off their horse? I asked some people on reddit about this because it happened to me once when I was fighting a Night's Cavalry boss, I knocked him off his horse and he died with half of his health bar left. Based on what a few of us have experienced, it usually happens when you kill their mount with fire damage, and possibly when the rider is also in the burning animation and already at or near 50% HP. It has worked with fire magic, weapons with fire infusion, fire grease, and the Bloodflame Blade incant. But it doesn't always happen, we've tried testing under those conditions and it's more like roughly 50% we can get this to work (if that). I would be very interested if you know anything about this phenomenon because we can't figure it out.
Hey, i just made a video with kind of the same bug. I think (cant confirm) that if you poise-break an enemy/boss during a mid-air animation, it kills them/ glitches the game
Very interesting, thank you! You can also see the giant's arms colliders turn yellow for the few frames when he slams the ground. So yellow means "currently dealing damage". You can also notice that the player's pelvis' collider always remains yellow. Which means it's constantly dealing (probably very little) damage. Which explains why some decoration items break away as soon as you touch (or roll near) them. Correction: The yellow colliders on the giant's arms are additional and only appear during the damage-dealing frames. So they're specific to attacks.
Sekiro taught me to jump over attacks. Also, knowing how fromsoftware pulls from previous titles I just assumed that the inclusion of a dedicated jump feature was meant for this purpose so I've been using it from the get go. Cool to see the inner mechanics at play though. Good video.
I jumped over an attack that a samurai enemy type was using and for a second my Brian thought I was playing Sekiro and then I realized I was in Elden Ring and I was like "wait a second... that felt familiar"
@@someguywithamic9 makes me wonder if the crouch mechanic could duck a sweeping attack, though i dont think theres and invincibility frames associated with that.
Zullie, I gotta tell ya; thank you. I don’t watch your content much (just as much as others) But whenever I do, I’m either relieved/thankful or at least very intrigued:finding things others just…don’t. It’s obvious how thoroughly you take your work on your vids; and again I’m extremely thankful to you
I've noticed that many Ashes of War have a pretty easy time going under enemy attacks, particularly Ashes that mention a "low stance" in their description (such as Stamp and Giant Hunt). Perhaps these ashes behave like jumping, but with the immunity on the upper body instead of the lower body?
Just, wow... I've never seen this level of detail and explanation from and Elden Ring guide as of now. You've definitely just earned a like and Subscribe from me!
wow, i remember jumping accidentally and actually dodging the enemies attack but i never thought anything of it other than i got lucky... turns out jumping has partial invulnerability!
And this is another point to Elden Ring being a love note to the entire series and the fans, capturing thw beat of everything. The jump dodges are straight inspiration from Sekiro, even noting that they're extremely useful against horizontal swipes. This game isn't perfect, but it's amazing nonetheless
Yea, this game definitely lived up to the hype and surpassed it in some ways but there are some obnoxious amount of repeat bosses. Still, the game has the most unique bosses in all the series so it can be forgiven a little
@@Ryan-cs3uc Considering how huge it is in comparison to others and the density of what you're able to find in the world regardless of where you roam about, it can be forgiven a lot actually. Almost every open world this big has little to nothing to do in the giant map because the map was only made so large for the sake of saying "Oh look how BIG our map is!". Elden Ring actually puts dungeons, enemies, bosses, loot, villages, in practically every spot somewhere. At worst, where the map is at its most barren, It is a very rare occurrence that you won't find even at the most out of the way spots on the map at least something to kill (even if it's a chinchilla) or some useful material or loot (At the games WORST and most empty spots it's like any other open world game, think about that). If there was ever a game that earned some praise that border lined ass kissing, this is the one man.
@@picklewart5382 oh for sure. I have a insane amount of time and I’m still on my first playthrough. The game is massive and the boss fights/locations are at their peak. I’m just a little burnt out on the gargoyles and godskins. Cool bosses but I lose a little motivation to fight them with each time I see em. I’m heading to Malenia though since she’s my last one and then I’m doing a new playthrough. This deserves GOTY and I’m not disputing that
@@Ryan-cs3uc I wouldn't go that far, it's a great game, but the new Horizon game deserves GOTY. Lol, but no seriously that game is passionless hot garbage. xD Well wait til you get to crumbling farum and the beside the bridge grace, go back down the lift that was next to the grace and leave the temple, straight ahead out of it look around the cliff edge til you see a spot to drop. When you reach the spot to sleep, that'll breathe some dread and excitement back into ya. ,..,
@@TheRedRaven_ even offline, mobs hitting through walls they shouldnt, hitboxes all wacky at times. And the lockon system dont even get me started with that
You know a clean rot can get you with his golden spear uppercut through a wall in the Haligtree - animation and the quantum tunneling included. This should not happen while player attacks bounce off the wall. It is a good experience but not as action RPG game, the turn based like input buffuering, flashy enemies attacks against rigid player attacks, and unfair enemy wall hacks...it is not seemless, at all.
Okay this showed up in my recommended and I haven't even played this game, But I just came here to say, What an excellent analysis with a concise video ! instant sub
You're amazing, I know nothing about elden ring, sekiro, never played dark souls . But god I love your channel, i've been watching your videos for a year now it's entertaining, calming yet really informative and it makes me wanna get one of those gameeeeeees, very nice job keep it up
This is the kind of elden ring content im really interested in rn. This can be translated to PVP pretty easily and that excites me for when I make my pvp character. Keep doing what you're doing
I knew it!! I'm so glad you put this together, seeing all the contradicting claims was driving me mad when all it took was some testing with ground slams and projectiles.
This is another situation where I have to thank Meowmaritus, this time for pointing out that the hit capsules showed the partial immunity. I had been wanting to cover the topic, since I'd seen a lot of contradictory speculation about jump s and some attacks having the ability to ignore them or some other special consideration being used for getting hit when you shouldn't, and the hit capsules gave a perfect way to explain and visualize how it really works.
there seems to be something inside of the Great jar in front of the colosseum in cealid. do you know what it is? don't even know if it's anything interesting tho...
@@horizonbumpy2828 If you saw anything inside it, it's probably its legs. It tucks them up into its body in its idle pose.
I'm glad to have started this chain of events by bugging the fine folks at ?ServerName? to check it out having concluded from my in-game testing that jumps indeed have invincibility but only for your lower body 😎
@@ZullietheWitch Bro you are straight up an encyclopedia about these games. Already knew the answer :O
@@ZullietheWitch ah... now i feel stupid... but thanks anyway
Zullie really modded her dress into the game, alpha af
@@michalnowacki1489 noice
wait, ur telling me that dress is unavailable in normal way?
@@leonleon2021 Yes
@@KMS_Admiral_Hipper why are you confused
@@KMS_Admiral_Hipper Yes, her.
this is absolutely huge for me, thank you. I was always afraid of jumping to avoid hits, cause I had the idea that jumps had zero defensive properties other than avoiding very, very low hitboxes. Knowing that practically half my body is invulnerable is a game changer
Jump attacks break enemy poise like crazy, too
you’re jumping lmao
Yeah, outside of few attack, like the big stomp or things like that I never really envisaged it more as a defensive option
Why were you afraid, its not like it hurts if you get hit in the game, just try it and see if it works for you, pointless comment....
@@Long-Horse oil up I'll be there at 10
When someone goes into the nitty gritty little details of a game and explains it for all to understand that's pure dedication and that's why I'm subbed
I didn't expect jumps to have any sort of i-frames, so this is very interesting
Yeah, I'd used jumping to dodge before, but I thought it was just good timing. I didn't know my legs ceased to exist!
the s are very noticeable when youre fighting elden beast and you jump over his shrinking ring explosion attack
How else would you think you could avoid low aiming attacks?
@@iKADAJx by rolling back or front?
As mentioned in the video, those are no i-frames, as well as jumping doesnt make your whole character hitbox immun.
So basically treat any horizontal attack just like we would in Sekiro, alright!
Still, I did kinda guess that, during jumping, only the player character's legs have i-frames - explains why it's better to jump than dodge some "ground pound" attacks e.g. Godrick's "I command thee kneel" attack.
Also you get to jump attack so better dps
Godrick and Gordfreys earthquake attacks still have hitboxes on the weapon/arm/leg ect so you've gotta space the jump properly, or circle behind them if you intend on jumping.
Unlike Sekiro, we don't get a nifty visual warning that a sweep is coming. Guess that means we have to pay close attention to enemy move sets
Some of the ground attacks of the bosses cant be avoided with jumping when i realize that i stop using jump for dodge. Some bosses feelt like they are intended to fight with horse.
@@faustlican5566 or the footstool you can do either
Once you master the jump, this game just opens up to you. It took me way too long to realize this. Bloodhound knight is really good at teaching this. He does two slashing hits, then one overhead. If you capitalize on this, you can much more easily punish. Godrick's earthquake attack can be jumped over, and you get a great opportunity for a jumping attack on the last one in the chain.
jump attack is also good for avoiding the two swing combo from the twin blade gargoyle, you jump the first swing and your jump attack on the landing makes you low enough to avoid the second swing.
@@Ghorda9 horah loux
@@bigbacc2188 WARRIOR!!!
Dont forget there are multiple ash of war or strong spells that make you go in the air in some way or can be used mid jump. These skills have the same i-frames and are absolutely busted against shockwaves. For example that dragon ultra beam, one of the last incantation could be used to dodge like 3 shockwaves of godrick and even though you locked in animation for ages you probably can use it without it being risky in any way. Same for horah loux.
Now we have four defensive tools: Guard the fast attacks; jump the sweeping attacks & ground AoEs; roll the slow attacks; and some attacks can be easily avoided by repositioning. Utilizing all the tools appropriately, there would be tons of windows for being offensive and breaking the stance. Radahn is a great example. This is the best PvE combat in souls games IMO.
You forgot about using Torrent to escape further faster
Agreed, tho I think Sekiro still takes the cake as the best From combat system in general
@@superal68 that parry system is gold
@@superal68 I actually like this game better. Sekiro was amazing too, but ultimately a very defensive game where you really did spend most of the time just parrying attacks to succeed. This game is definitely more balance towards offense, where defense is for survival, not to straight up kill the enemy. That is unless you are still parrying.
Guarding, Rolling, Jumping, Running.
Long ago the four nations lived together in harmony...
two handing to reduce the detection is interesting!
It makes me wonder, the Twinned armor set (worn by D), when you two hand a large weapon over your shoulders while wearing that, the "head" sticking out of the armor actually lifts the arms even higher, as to not collide with the head. I thought it was a fun visual gimmick, but i guess it can actually be used to legitimately avoid hits while jumping even better ?
Can you maybe test this, and see if the arms really do stay up for even longer when wearing that particular armor set? it would be an interesting follow-up to this!
Also, let's not forget the Thicc armours that lift your arms already, like the black onion armour (forgot the name, but this description should be clear enough lol)
That sounds like a limit breakers useless data video right there. in a good way
Up
@@bl4cksp1d3r this is Lionel armor 👍
That's a good idea, lifting up the hitbox of the elbows just slightly more to match where the hitbox of the chest is would give you as much jump invincibility as possible. Might be something to mention to sound smart in a build based around RKR jump attack spamming or something lol.
I was actually curious about this. I think that's a neat way to handle it: Make it so that you can jump over sweeps and floor effects but still get bonked if you jump into a overhead.
Sweeps? Overheads? Elden Ring is a fighting game now, confirmed.
@@_zealos_8213 It was kinda like that for a bit! Since DS2 you can crouch and jump over attacks with certain movesets. Janky as it was.
Now it's a bit more refined.
@@_zealos_8213 I mean we already knew that after beating the penultimate boss.
@@_zealos_8213 always has been 😎
On a more serious note, Sekiro already had something like that baked in. One thing lots of people missed on that game is how dodging is a great tool against overheads and lunging attacks - if you dodge them instead of deflecting you'll usually be able to deal vitality damage.
IIRC the only exception is the monke boss, since deflecting the last hit makes him vulnerable for a long time.
@@duckdodgers1953 ooooh, I typically avoided dodging in combat since I would always get hit doing it. That's cool to hear it has a specific use
Just last night I noticed that the hit boxes feel very precise in most instances, the ground slam made me notice how good they feel while fight one of the whip scythe mobs in nokstella because the duck down animation went under one swipe and the leap went over the next swipe...it was beautiful lol.
The first step of the upward slash skill that lots of greatswords have is *great* for ducking under horizontal attacks.
Early on in my play through I often went with a colossal weapon and heavy roll armor. I found jumping incredibly versatile as a means of evasion, jumping backwards actually provides incredible level of safety and protection, while jumping towards enemies with attacks is also very effective.
I did have a sneaking suspicion that they'll try and make jumping a viable way to dodge attacks, which they did. Glad to see how it actually works though
I learnt this the hard way Sekiro. I just couldnt use jump as a way to dodge and suffered greatly during my first 10 hours.
@@Saicofake because sekiro gameplay doesnt rely on just giving you s and the enemies track you hard
I'm happy to see actual dodge mechanics.
I'm hoping Fromsoft will eventually move towards better dodging because being able to "roll" through an attack (i-framing) that visually and clearly hit, just seems like bad design.
Based on the sheer number of _"Try jumping"_ messages I see surrounded by bloodstains, I'd have to say jumping isn't particularly safe overall.
Cheers!
Tell me when you most defeat Goldwyn if jumping is still useless lol
Jumping is, on average from a large sample size, unsafe. It's in the science!
@@jonnytheirish1857 Seems like the joke went over your head.
The "try jumping" messages are usually a cliffs to bait people into throwing themselves off, hence the bloodstains.
Well, I haven't had much luck *parrying* the ground, either. We're grading on a curve, here.
@@jonnytheirish1857 It’s a joke about how “Try jumping” is usually written next to cliffs.
One of many thing I loved about Dark Souls 2 was that instead of rolling, it was sometimes better to run to the side of an enemy, which while more risky allowed you to hit that enemy more quickly- so just like with jumping in Elden Ring, you could sacrifice safety for better offensive ability.
I love that in Elden Ring you can dodge in many different ways as well.
I mean that is just the common hug the bosses side strategy that worked for all the DS games. Considerably less in the newer ones, but DS1 Bosses nearly all had that "flaw"
@@99Etien no, it's a different strategy I'm talking about.
I'm talking about running to the side as a response to specific attacks (Like Pursuer's charge), not hugging your enemy in order to get an easy backstab.
@@enricov9185 I played Dark Souls 3 and no, you need to roll out of 99% attacks
@@starhalv2427 ik what you are talking about, happens too if you just walk two inches to the right when he does his grab, and it works better since in ds2 you really have to save your stamina
me when fighting seath by attacking his left tentacle
I remember one of my first critiques of DS1 was: “Why can’t I jump?”. I was so happy when I started playing Elden Ring
You can jump in DS1. You just had to be running first.
Jumping has always been around I’m pretty sure, it was just kinda crappy tho.
Why do you have a need to jump seek help my friend
@@Reapra that's not a jump. More like a leap
@@thulsa_doom I agree that its more horizontal than vertical, but its a jump nonetheless.
Love your videos Zullie, you got me into Souls before Elden Ring dropped. Thanks for everything!
It's worth integrating into your playstyle, if even just for how useful jump attacks are AND because it's totally badass
I really enjoy how much care was put into making Elden Ring something different to the Souls games. Jumping serving as a viable alternative to rolling in many circumstances, guard counters, all enemies having breakable poise that promotes use of heavy attacks, it all makes the game holistic and removes it from the rollfest of the previous Souls games
Excuse me? This game is endless rolling in PvP, a level 9 character can swing a colossal weapon like four times, it's completely broken and senseless. Stamina needs a nerf.
Further, I can't think of a single enemy in dark souls 3 that can't be poise broken.
@@aeriagloris4211 I don't have any experience with ER PVP so I can't comment on that, but the PVE system absolutely benefits from non-rolling approaches.
I think we're confusing terms here. I'm talking about repeated heavy attacks being used to cause an enemy to fall into a vulnerable state, not about overcoming an enemy's hyper armor on an attack. DS3 certainly didn't have the former.
@@aeriagloris4211 people are talking about pve, not pvp. How are you incapable of seeing any context?
@@aeriagloris4211 i think he meant stance breaking... But yes this is not new, ds3 had bosses and even enemies that you could stance break to riposte, elden ring just gave it to the common enemies too
@@abrahamrangel2326 Yeah, but DS3s system is based on DPS instead of Poise damage.
That means buffed sellsword twinblades will always win out.
I also never got an idea on how to posture break a boss in DS3, because there was no good way, it just kind of happened and not very often.
And it also was not the case for every boss. Most could not be posture broken, some could be posture broken but not riposted (Soul of Finder), and there were only a few that could be riposted (Nameless King, Midir, Demon Princes)
I would love a video explaining the difference between light and medium roll and if the trinket that improves dodging has a worth while effect on either of the rolls
Powerstancing halberds gives an amazing jump attack I happened to stumble upon because I was running a cosplay build. High damage, high stagger, large hitbox, and low risk. I can spam heavily armored knight type enemies to death, even (especially) if they have a shield. They'll often lower it to try an attack and get interrupted with a staggering hit. The only problem is you can completely miss smaller enemies standing right in front of you, like rats or dogs.
yeah i used that on my first playtrough just cause I like juggernaut type characters and my god was it strong, probably the strongest mimic tear you can have with that build too. high poise, S scaling str with the max halberds, and high vgr/end/str because these are the only 3 stats you put points in.
same with scythes. and after you land you land low so you duck a lot of stuff.
I love the giant crushers heavy attack since it’s like a slower lions claw
I did the same thing with pickaxes. Jumping L1s seem very effective with greataxes, greatswords, greathammers, halberds, and colossal weapons. If you want to factor stance-breaking into which weapons you choose, then pick greathammers or colossal weapons. I've noticed some end lag on the animation depending on how big your weapons are, so it's important to consider how hard it will be to disengage before approaching an enemy.
especially if the enemy's on a lower ground. there were some bullshit moments where my overhead slam stopped just before the enemy's hitbox and the counterattack got me killed lol
I've been using jump attacks in my playstyle once I found that claw talisman, but now seeing how two handing actually helps is really cool. It was a good move on from to make your legs disabled in a jump cause then every single attack would've still hit you without that
I used to jump attack occasionally.
Then I got the talisman and I started to do it a heck of a lot more and realized how strong they are.
@@kamikeserpentail3778 Yeah jump attacks seem like the best way to use colossal weapons
That's so true though if the legs didnt get d during a jump there would have a lot less clutch jump attack kills
Jumping is bad in PVP for the same reason Jumping is bad in any fighting game: it locks you into a descending, telegraphed landing, to which you get punished for.
I've watched a handful of your videos in the past but have never seen your videos be so detailed and really deep into the mechanics of the game as your recent videos have been. I truly enjoy this type of content and hope you continue to do so. :)
Thank you very much for putting this together - it's a *very* clear, concise demonstration and encapsulation of the important stuff.
Also, thank you, Meowmaritus, for providing the necessary Deep Knowledge to underpin it!
Could you do a video on how Crucible Feather Talisman and Windy Crystal Tear affects dodge rolling? And if they stack or not?
this please
Yes that’d be interesting to know about
Crucible... Feather? Well there's an item I haven't found.
I think limitbreakers is a better person to ask for that
:)
I've noticed that just activating he jump can save you in last minute situations from shockwaves. I've essentially perfected it as a proper tactic after battling Godfrey. Soon enough, the people I was helping everytime I'm summoned would notice me and start copying me. Love how detailed hitboxes are
Tbh this is my first From game that I've gotten day 1. I'm super excited to see all sides of the community. Really happy there's even super technical people like you! As someone studying game design, I find all of this super duper interesting.
oh she been around all the way from DS1 and has been uncovering all fromsoft technical gameplay
I love this kind of videos about the inner secrets of the gameplay systems. Thank you!
What an incredibly helpful video! So interesting to see how the hit boxes change and the frame data for s on both.
Well hello monster hunter guy
I really like how jumping to avoid AOEs was implemented in this game: it makes fights like Godfrey even more insane when you have to juggle rolling, jumping, and potentially running and blocking to fully avoid all the attacks, and if you get it right you get the reward of pulling off a jump attack. Makes me wish you could do this in earlier games!
Right?! I want to use guard-countering more but I'm a dual wielder so it's awkward. It's also not very safe to use, you gotta be 100% confident nothing else is going to hit you when doing it since it doesn't seem to have super armor.
Sekiro was basically designed around more complex mechanics like that. Allowed for huge opportunities to just decimate bosses and regular enemies if you took advantage of their attacks in the right ways, and almost everything had a weakness to one or more of the prosthetic tools which opened up unique opportunities of attack within their move sets or allowed for easy kills on regular enemies.
@@oid__ Ik, the main thing I loved about Elden Ring is that it took those combat mechanics and applied them to the DS combat system, which allows for the mechanical complexity of Sekiro with the moveset versatility of DS. Sekiro had my favourite system before, but I feel like Elden Ring perfect Soulslike combat for me personally
You can jump some attacks from giant enemies that seem impossible at first sight. Example, the gargoyle thrust attack.
@@fizzymilk2246Makes me want DS3 remastered lite with ER mechanics lmao. POWERSTANCING AS WELL
Always love seeing some in depth soul videos in my recommended keep up the great work
Thanks so much for pumping out all this insanely educational content! Top notch!!!🖤
It’s always nice to see the craftsmanship that from software does when taking into consideration for new mechanics
I had speculated that this exact thing was happening when I first played the game. Amazing work, thanks for giving me proof to show all my friends I was right
Yeah I noticed when I was fighting the first crucible knight that I could pretty consistently jump towards the thrust for an easy jump attack without getting hit which got me thinking that this was the case.
I, I, I, myself and I.
@@MrEdmie yes, I am the main character and you are an npc
@@pigsplayinggames and it is a comedy
I really appreciate how thorough ur videos are absolutely beautiful
Loved the data crunch and the model/hit box showing. Awesome info!
Neat! Dodging with jumps, especially into a jump attack, is one of the coolest additions they’ve made to the Souls formula. Knowing this stuff I’ll definitely be looking for more ways to dodge low attacks.
Coming from Sekiro, jumping felt so intuitive in this game. My first experience using it was with UTS's tail swipe. You dodge it and attack at the same time 😌👌
UTS?
@@fashionsuckman4652 - Ulcerated Tree Spirit, specifically the one hidden near the start of the game.
@@fashionsuckman4652 I dont know why he would abbreviate the name as if its common knowledge among a vast variety of enemies.
@@YourOneStopShop - I abbreviated it because a) I've seen lots of people do it and b) some consider even name dropping a spoiler 🤷🏻♂️
@OneFortyFour - You can jump over his tail when he does a tail swipe, and since you're already in the air, you can perform a jump attack.
I love your work so much for so many different reasons thank you!
Thank you for your continued work on all the things.
I love how you give us the hard facts with these videos! Zullie, can we get a “what buffs stack” comparison and the numbers behind them?
Hi Zullie! Have you heard of the glitch of mounted enemies dying instantly when they are knocked off their horse? I asked some people on reddit about this because it happened to me once when I was fighting a Night's Cavalry boss, I knocked him off his horse and he died with half of his health bar left. Based on what a few of us have experienced, it usually happens when you kill their mount with fire damage, and possibly when the rider is also in the burning animation and already at or near 50% HP. It has worked with fire magic, weapons with fire infusion, fire grease, and the Bloodflame Blade incant. But it doesn't always happen, we've tried testing under those conditions and it's more like roughly 50% we can get this to work (if that). I would be very interested if you know anything about this phenomenon because we can't figure it out.
Hey, i just made a video with kind of the same bug. I think (cant confirm) that if you poise-break an enemy/boss during a mid-air animation, it kills them/ glitches the game
Bro imagine falling of your horse and you fucking die because you fell off
I've done that so many time to black night cavalry that i thought it was a feature. Almost always with Mohgs spear.
i love how far you go to explain everything :)) also still using your chalice dungeons in bloodborne! keep it up, we all appreciate it
I love watching stuff like this cause im always learning something new and exciting
Very interesting, thank you! You can also see the giant's arms colliders turn yellow for the few frames when he slams the ground. So yellow means "currently dealing damage". You can also notice that the player's pelvis' collider always remains yellow. Which means it's constantly dealing (probably very little) damage. Which explains why some decoration items break away as soon as you touch (or roll near) them.
Correction: The yellow colliders on the giant's arms are additional and only appear during the damage-dealing frames. So they're specific to attacks.
Sekiro taught me to jump over attacks. Also, knowing how fromsoftware pulls from previous titles I just assumed that the inclusion of a dedicated jump feature was meant for this purpose so I've been using it from the get go. Cool to see the inner mechanics at play though. Good video.
I jumped over an attack that a samurai enemy type was using and for a second my Brian thought I was playing Sekiro and then I realized I was in Elden Ring and I was like "wait a second... that felt familiar"
@@someguywithamic9 makes me wonder if the crouch mechanic could duck a sweeping attack, though i dont think theres and invincibility frames associated with that.
Zullie, I gotta tell ya; thank you. I don’t watch your content much (just as much as others)
But whenever I do, I’m either relieved/thankful or at least very intrigued:finding things others just…don’t.
It’s obvious how thoroughly you take your work on your vids; and again I’m extremely thankful to you
Amazing content zulie! So excited for all the neat things we'll discover with Elden Ring!
I've noticed that many Ashes of War have a pretty easy time going under enemy attacks, particularly Ashes that mention a "low stance" in their description (such as Stamp and Giant Hunt). Perhaps these ashes behave like jumping, but with the immunity on the upper body instead of the lower body?
I don't really know myself, but it seems that they don't give any immunity, you just slip under the enemy's hitbox.
Safer? Maybe not. Cooler? Most definitely
Just, wow... I've never seen this level of detail and explanation from and Elden Ring guide as of now. You've definitely just earned a like and Subscribe from me!
And this is what the community needs, your post really hit the spot, thank you very much!! ❤️
wow, i remember jumping accidentally and actually dodging the enemies attack but i never thought anything of it other than i got lucky... turns out jumping has partial invulnerability!
And this is another point to Elden Ring being a love note to the entire series and the fans, capturing thw beat of everything. The jump dodges are straight inspiration from Sekiro, even noting that they're extremely useful against horizontal swipes. This game isn't perfect, but it's amazing nonetheless
Yea, this game definitely lived up to the hype and surpassed it in some ways but there are some obnoxious amount of repeat bosses. Still, the game has the most unique bosses in all the series so it can be forgiven a little
@@Ryan-cs3uc Considering how huge it is in comparison to others and the density of what you're able to find in the world regardless of where you roam about, it can be forgiven a lot actually. Almost every open world this big has little to nothing to do in the giant map because the map was only made so large for the sake of saying "Oh look how BIG our map is!". Elden Ring actually puts dungeons, enemies, bosses, loot, villages, in practically every spot somewhere. At worst, where the map is at its most barren, It is a very rare occurrence that you won't find even at the most out of the way spots on the map at least something to kill (even if it's a chinchilla) or some useful material or loot (At the games WORST and most empty spots it's like any other open world game, think about that). If there was ever a game that earned some praise that border lined ass kissing, this is the one man.
@@picklewart5382 oh for sure. I have a insane amount of time and I’m still on my first playthrough. The game is massive and the boss fights/locations are at their peak. I’m just a little burnt out on the gargoyles and godskins. Cool bosses but I lose a little motivation to fight them with each time I see em. I’m heading to Malenia though since she’s my last one and then I’m doing a new playthrough. This deserves GOTY and I’m not disputing that
@@Ryan-cs3uc I am definitely also getting burnt out on repeat enemies, and repeat bosses.
@@Ryan-cs3uc I wouldn't go that far, it's a great game, but the new Horizon game deserves GOTY. Lol, but no seriously that game is passionless hot garbage. xD Well wait til you get to crumbling farum and the beside the bridge grace, go back down the lift that was next to the grace and leave the temple, straight ahead out of it look around the cliff edge til you see a spot to drop. When you reach the spot to sleep, that'll breathe some dread and excitement back into ya. ,..,
I love you. I was waiting so long for this exact thing to be explained. Thank you.
bless you for making this, honestly clarifies so much oml
Thanks for the great video, Zullie!
How does jumping while on Torrent/Double jumping factor into this?
From what i know, mounting and dismounting had s. If you time it right. A hit will just pass thru you while mounting/dismounting.
A lot of ground effects can be avoided. Reminds me of Sekiro.
This content is beyond my needs. Pure gold. Congratulations
Incredibly useful info. Thanks for your work ^^
All these mechanics and systems just flow so seamlessly, I can’t imagine how hard it was to tweak the engine to accommodate it all
Flow seamlessly? Maybe we arent playing the same game lol. They are inconsistent as hell. Especially in pvp.
@@contaim7227 It should be consistent, it's all a numbers game. Online is a different story, the lag, ping, etc effects all that.
@@TheRedRaven_ even offline, mobs hitting through walls they shouldnt, hitboxes all wacky at times. And the lockon system dont even get me started with that
You know a clean rot can get you with his golden spear uppercut through a wall in the Haligtree - animation and the quantum tunneling included. This should not happen while player attacks bounce off the wall.
It is a good experience but not as action RPG game, the turn based like input buffuering, flashy enemies attacks against rigid player attacks, and unfair enemy wall hacks...it is not seemless, at all.
fir
I've been wondering about this! Thank you so much, Zullie :D
your analysis is truly magnificent, we always expect quality from you and you never disappoint us, bravo! true gold! 😊🙏🏻
Thanks for the solid and visual analysis!
Your attention to detail is impressive, truly incredible!
Okay this showed up in my recommended and I haven't even played this game, But I just came here to say, What an excellent analysis with a concise video ! instant sub
I love you for this. All the time I wondered, why I would get hit sometimes and sometimes not while jumping.
Great inside! Thank you for putting it together and sharing it!
Definitely subbing this is quality elden ring and dark souls content
Thanks for this! Love your channel.
This is so important for me to see as a studying game dev, thanks a lot!
Idk how I haven’t been subbed I’ve been watching your vids since forever!
Wow this was great information thank you for this video and your hard work🙌🏽
its just insane how deep you got into elden ring. keep up the awesome work
Straight to the point, informative. Good video.
This is the best souls channel.
Seriously understanding this stuff is super useful.
You're amazing, I know nothing about elden ring, sekiro, never played dark souls . But god I love your channel, i've been watching your videos for a year now it's entertaining, calming yet really informative and it makes me wanna get one of those gameeeeeees, very nice job keep it up
Simple, clear, and informative. Thank you very much
Short sweet and very informative, thank you!
Man Zulie always on point with them debug/hitbox vids
This is the kind of elden ring content im really interested in rn. This can be translated to PVP pretty easily and that excites me for when I make my pvp character. Keep doing what you're doing
This is really useful information. As always.
This is _insanely_ helpful! Thanks so much!
Thanks for being the best once again!
Zullie, can I just say thankyou, for the work you put in, and the easy manner in which my smooth ass brain can digest it. You're doing Gods work.
Always wondered this. Thanks for sharing your analysis!
THANK FOR THIS VIDEO I HAVE ALWAYS BEEN WONDERING
this is exceedingly helpful, thank you!
This is really important knowledge thank you!
Wow! This is so great! I never would’ve known this were it not for Zullie’s research! Thanks!
I knew it!! I'm so glad you put this together, seeing all the contradicting claims was driving me mad when all it took was some testing with ground slams and projectiles.
Super useful! I appreciate it Zullie!
Zullie you are an angel. Thank you for your efforts
This one is very helpful and interesting, thank you!
Oh damn we had to wait years for hitboxes in the other games, but now you drop this so soon after ER release
That's really great to see
This is a really useful video, thank you for the tips
I've no plans to play Elden Ring, but this video was entertaining and informative so thank you, cheers.
This helps me so much... You have no idea... Thanks for clearing that up
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