SEKIRO Parry Timing Visualized

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  • Опубликовано: 24 янв 2025

Комментарии • 870

  • @ZeroPM
    @ZeroPM 2 года назад +8861

    Pretty interesting how one small indicator like this can change the whole feel and difficulty of a game. With the parry time window being visualized it's actually super forgiving, the real challenge is to read the movement of your foes. Also respect for the effort, this looks like a HUD element that could be in the actual game.

    • @EverRusting
      @EverRusting 2 года назад +472

      I always thought that Sekiro parry window was huge (in comparison to most other games I mean) if you aren't spamming

    • @lord-of-the-shinobi-world
      @lord-of-the-shinobi-world 2 года назад +274

      The way to parry correctly is
      One, watch the enemy's movements first
      Two, before the impact is about to happen, press L1 or LB
      Of course, easier said than done. I failed 100 times before i could actually have a success

    • @ruski77
      @ruski77 2 года назад +392

      @@EverRusting It is im pretty sure. The window is a lot more forgiving than parry times in Dark Souls. However the difference is you have to deflect entire chains of attacks while in souls you wait defensively for a *single* attack and parry it.

    • @iotaje1
      @iotaje1 2 года назад +19

      Also the camera in close quarters.

    • @juandiegoorozco5531
      @juandiegoorozco5531 2 года назад +22

      please no, that would ruin the game

  • @XxxTheFireEmblemxxX
    @XxxTheFireEmblemxxX 2 года назад +5449

    Lots of people don't realize that blocking from an early parry is wayyyy better than getting smacked on a late parry.

    • @Hatchling99
      @Hatchling99 2 года назад +746

      Hesitation is defeat, after all

    • @nqtduc
      @nqtduc 2 года назад +301

      We all know that. But boss in sekiro deal shit ton of posture damage, especially the fake corrupted monk. So we're forced to parry at the right time, rather than always try to parry early 😬

    • @liamcarlson4843
      @liamcarlson4843 2 года назад +54

      @@nqtduc Thats why the gokan sugar is the best one (whatever sugar gives posture damage reduction)

    • @zonk834
      @zonk834 2 года назад +102

      @@nqtduc that’s why the illusion corrupted monk is one of my favorite bosses in the game. It’s a straight up deflect / posture battle. I just beat it a few minutes ago and man it feels good every time. I’ve memorized that move set like the back of my hand.

    • @nqtduc
      @nqtduc 2 года назад +20

      @@zonk834 I struggle with that boss in both NG and NG+. His attack sometimes delay, sometimes so quick. I ended up use firecracker and ash to beat her

  • @plastic8570
    @plastic8570 2 года назад +407

    I'm so glad that people are still making content about sekiro

    • @Ehzah8
      @Ehzah8 2 года назад +4

      tru tru a forgotten hidden gem

    • @teabow.
      @teabow. Год назад +30

      @@Ehzah8 it won game of the year, it's definitely not a hidden gem

    • @thenickfoxx
      @thenickfoxx 3 месяца назад +1

      @@teabow. nor forgotten!

    • @Jimmm11
      @Jimmm11 2 месяца назад

      @@thenickfoxx yet it's a gem!

  • @FinesseMusicOfficial
    @FinesseMusicOfficial 2 года назад +3667

    I think this looks phenomenal and kudos to you for making this, it's super cool. However I can't help but think that this would result in a GTA V minimap situation where you would spend the entire time looking at that one bar and nothing else. You would eventually start getting comfortable and not needing to look at the rest of the screen if that makes any sense. In GTA and RDR a lot of people, me included, spend a lot of time looking at waypoint GPS on the map and that can detract from the spectacle that is happening on the screen. I feel like the way the game is currently built already answers this issue by forcing you to read the movements of your enemy's limbs as well as their weapon, the angle it's coming from and where it will land, etc.

    • @haemburger8215
      @haemburger8215 2 года назад +54

      W

    • @prawn_
      @prawn_ 2 года назад +301

      I'm pretty sure Alexander knows that too. It's just nice to look at the time we have to deflect visually, at least once.

    • @stephen6272
      @stephen6272 2 года назад +156

      i don't think anyones saying it should be on the screen in the game

    • @textexadecimal9340
      @textexadecimal9340 2 года назад +3

      I was thinking it would be best to have something like this animated relative to the enemies' or player's screen position. At least then you could still have a warning for attacks coming from off screen. Although, the game kinda has that. To get an idea of when to parry, on slow attacks, I've learned to recognize the position of graphical effects surround the blade, and the torso movements of fast attacks; like Isshin's Ashina Cross is just slow enough that you can actually react to it.

    • @RuthwikRao
      @RuthwikRao 2 года назад +55

      this is just visualization, they're not trying to add in something that was missing or anything

  • @ryzenwick120
    @ryzenwick120 2 года назад +1217

    I think that when you block spam, the recovery animation (no parry frames) is longer than the parry animation. So it's like a 30% chance u get a deflect, while If u time them, the parry window is very generous so the chanses would be around 70% deflect.
    tl;dr. Hesitation is indeed, defeat

    • @MFGod_Hand
      @MFGod_Hand 2 года назад +88

      It's actually a bit more technical than that. Every time you tap Deflect more than 2 times you will get diminishing returns on your active Deflect frames. So if your normal frame window is 6 frames for a Deflect it will be decreased to 4 frames as soon as you mash for the third time. Down to 2 frames on the fourth press and 0 on the fifth, meaning Deflects are no longer possible.
      So a key skill in higher level Sekiro(Charmless, Beadless, etc.) is only double tapping Deflect, basically doubling your chances of success.

    • @emancules
      @emancules 2 года назад +18

      @@MFGod_Handwow most interesting. This explains something. I tried not to spam ever but sometimes my timing was simply off. Especially with a new boss, and I would have to press it again but it still seemed to work in really short bursts

    • @Ghorda9
      @Ghorda9 2 года назад +1

      @@emancules just hold the button down for a second or until the hit happens.

    • @SMT-ks8yp
      @SMT-ks8yp Год назад +1

      @@MFGod_Hand what a weird way to nerf button mashing.

    • @MrGetsLaidALOT
      @MrGetsLaidALOT Год назад +24

      @@SMT-ks8ypthe game is built around learning to parry so it makes sense. if you could spam L1 and parry everything to win that wouldnt really be a fun game

  • @internallyscreaming2788
    @internallyscreaming2788 11 месяцев назад +572

    When you look at it like this. Sekiro's parry window is very generous

    • @ZephyrK.
      @ZephyrK. 7 месяцев назад +36

      I mean it is generous, Sekiro’s parry window is around 30 frames whereas a fighting game like Street Fighter 6 is around 2 or 3 Frames.

    • @BruceWayne-zj1kw
      @BruceWayne-zj1kw 5 месяцев назад +42

      Well, yeah, because you can see it. It’s completely different when you have to feel it.

    • @lag00n54
      @lag00n54 5 месяцев назад +5

      ye most of the parry window in elden ring is 15 frames
      and that's with the buckler parry

    • @trash6960
      @trash6960 4 месяца назад

      @@lag00n54 In Sekiro: Shadows Die Twice, dodging offers far fewer invincibility frames (s) compared to games like Elden Ring, making the combat far more unforgiving. In Elden Ring, you can often rely on generous s during dodges, making it easier to avoid damage, and you can also build an overpowered character with magic or bleed, allowing you to bypass the need to learn boss mechanics entirely.
      On the other hand, Sekiro is a true skill check with every boss encounter. There are no overpowered builds or shortcuts it's all about mastering the mechanics. Certain attacks in Sekiro reduce the parry window to less than 15 frames, demanding precise timing and a deep understanding of each boss's moveset. This makes Sekiro a much more challenging and rewarding experience for those who appreciate skill-based gameplay.
      As someone who 100 percented every single soulsborne game Elden Ring was the easiest unless it's your first game. Even then a few of my friends elden ring was the first soulsborne game they played and they got to new game plus in less than 2 days. They struggled on the first boss they realized wasn't a boss you need to kill (tree sentinel) and immediately looked up how to get OP fast. Something you can't do in sekiro. That alone proves my point and it's not just my friends, it's millions of people who do the same thing in elden ring. That's why how to get OP early videos get sooo many views.

    • @IceX92
      @IceX92 4 месяца назад +3

      It's not accurate, the perfect parry window is actually 12 frames, beyond that is considered bad parry

  • @axl2059
    @axl2059 2 года назад +874

    My friend once said that Sekiro is like a rythm game, and it's true
    you can close your eyes when fighting another blade wielder and if you train/memorize the sounds it is like Uzui Tengen's musical score ability, he can basically memorize an opponents attacks and see it as a music sheet until he can read all the attacks and predict/deflect all of them

    • @KappaJones
      @KappaJones 2 года назад +76

      I have the same perspective as your friend
      People initially look at me funny when I describe it that way until I say it's almost as if you're dancing with your enemies and the goal is to make sure you're always leading

    • @gekiitriceps9211
      @gekiitriceps9211 2 года назад +61

      back when Sekiro came out and i heard this perspective of it being a rythm game, it completely changed my gameplay. it even got easier, to be fair :D

    • @emancules
      @emancules 2 года назад +53

      @@gekiitriceps9211I only realized after playing other dark souls game. Elden ring bosses just felt so fucking clunky and random in comparison lmao

    • @ISfake324
      @ISfake324 2 года назад +4

      People have beaten it blindfolded

    • @nqtduc
      @nqtduc 2 года назад +2

      Lilagy defeated it blindfolded 🫣

  • @fafflerproductions
    @fafflerproductions 2 года назад +315

    This is so cool to see.
    Also this shows why this game is so goddamn good. You can't just get by through random movements. When you understand how it works it ends up with an almost rhythmic dance between you and the enemy of blocking and striking. This game BY FAR has the best feeling combat out of any game I've ever played

    • @x.Lion.x
      @x.Lion.x Год назад +8

      Tbh you can get through a lot with random movement but if you get into the dance of the blades you truly see the beauty of the game and combat also it's a LOT easier

    • @Th3RealUnknown
      @Th3RealUnknown Год назад

      the game is ez asf 💀

    • @x.Lion.x
      @x.Lion.x Год назад

      @@Th3RealUnknown Nobody said it's hard you fking r*t*rd it's by far the easiest souls game at least as long as you don't play any p*ssy one shot builds which you can even partly do in this game at least you can ez clap the end boss in like 2 minutes

    • @redfrog1628
      @redfrog1628 Год назад +1

      That's a good way to describe it, I always called it Focus. Kind of like 'in the zone'

    • @fafflerproductions
      @fafflerproductions Год назад +7

      @@Th3RealUnknown not really. From beginning to end it's one of the most challenging soulsborne games with some of the most challenging bosses along the way, and requires you to learn proper timing and certain mechanics. The way it works is it forces you to learn how to properly play the game until you've mastered it. Each boss uses a collection of mechanics you've learned across your playthrough and if you don't pay attention, you get destroyed.
      Maybe you had an easy time with the game, but if you're claiming the game was easy and you took more than an hour on a boss or skipped bosses, than you're lying to yourself.
      I've gotten to the point where I can easily play through the game on NG+7 with kuro's charm, but that doesn't mean the game is easy. It just means I got good at playing it.

  • @iwearajacketwhenitscold5308
    @iwearajacketwhenitscold5308 2 года назад +122

    very much missed opportunity to add the parry visualizer over the spam block footage. despite that this is a great demonstration of the parry mechanics and is very well edited

    • @vepeu
      @vepeu 8 месяцев назад +3

      you'd be staring at the parry meter instead of playing the game, bad take

    • @slyose6154
      @slyose6154 8 месяцев назад +30

      @@vepeu You didn't even understand the take. He's talking about this video, not the game

    • @Jaycomma
      @Jaycomma 8 месяцев назад +22

      @@vepeuyou didn’t even understand what he said 😂 why are the dumb ones always the loudest 💀

  • @karayi7239
    @karayi7239 Год назад +774

    Most parry windows seem to be around 30 frames. at 60fps, that's 500ms window. The average human reaction time is ~200ms, meaning, you need to recognize it's parry time within less than a third of a second.
    The insane thing is, even on a first playthrough, you'll manage to parry MANY attacks even against bosses you've never faced. A remarkable achievement of game design.

    • @Kaldrin
      @Kaldrin Год назад +119

      That's not entirely accurate, you only take in consideration an edge case where the enemy takes 500ms from the start of their animation (So the starting point from which the player can start to react) to the damage dealt. While these attacks exist they're not the norm in Sekiro, in fact most attacks take much more than 500ms to actually touch you, thus you have much more time to react than what you're implying.
      This mechanic challenges you less on your reaction time than it does on your sense of timing / rhythm / knowing the patterns

    • @NoahYoudontneedtoknowmyl-kt3vc
      @NoahYoudontneedtoknowmyl-kt3vc Год назад +8

      I want to get Sekiro and I want to go in blind :) (unlike elden ring and stuff)

    • @karayi7239
      @karayi7239 Год назад +16

      @@NoahYoudontneedtoknowmyl-kt3vc you're in for a treat

    • @adomali87yearsago.71
      @adomali87yearsago.71 Год назад +7

      @@NoahYoudontneedtoknowmyl-kt3vc struggle learn beat repeat

    • @TheMisterGuy
      @TheMisterGuy Год назад +14

      "Most parry windows seem to be around 30 frames."
      Nooooooo no no no no. 30 FPS, in a 60 FPS game is 1/2 second. Most parry windows in ARPG games (like Dark Souls) are more like 1/4 second for "normal" parry tools, with 3/8 for the better tools and 1/8 for the worse tools. Fighting games like Soul Calibur have even tighter windows, and "perfect" parries in those games are sometimes literally perfect, meaning one frame or 1/60 second. 1/2 a second is a really long parry window, but Sekiro is so forgiving on this timing because you're expected to do it a lot.

  • @vl9747
    @vl9747 2 года назад +87

    " I p a r r i e d t h a t " lmfao, I'm dying.

  • @linedpaper5374
    @linedpaper5374 2 года назад +40

    this is so freaking awesome!!! i've always wanted to see something like this and you made it better than i had imagined. thank you for sharing! the final "i parried that" was legit hilarious

  • @TheKnightDrag0n
    @TheKnightDrag0n Год назад +32

    00:38 Mind blowing, I think this is the second time I've seen someone perfectly deflect Genichiro's floating passage, same goes for O'rin flurry attack.

    • @ghad6799
      @ghad6799 Год назад +1

      Second playthrough and I was deflecting perfectly, for all bosses except Isshin.

  • @ICDedPeplArisen
    @ICDedPeplArisen 2 года назад +152

    Understanding that spamblocking is less effective is great, but even better if you understand why. After blocking, you have a generous 30 frame deflection window, which at 60 fps is half a second for a parry. If you block and don't deflect, the window is reduced slightly, and spamblocking can lower it down to about 1/10th of a second. Sure you may get lucky with some deflects, but practicing mindful blocking and early deflects is key to getting better. Another thing to mention is that when deflecting successfully, the deflection window resets to 30 frames.

    • @acanthodactyl
      @acanthodactyl Год назад +13

      In theory yes, but for me the game became much MUCH easier when I started spamming block instead of trying to get the timing right. When I was playing "by the rules" every early game miniboss took me 20+ attempts, and it took me like 100 attempts to beat lady butterfly. Then I noticed that mashing parry was actually pretty consistent and much easier than learning all the timings by heart through trial and error. I beat many bosses in one or two tries without learning any of their patterns, just start mashing when they get close.

    • @TimothyGod
      @TimothyGod Год назад +3

      ​@@acanthodactyl well some cases mashing party is the solution with how fast some attacks and combos are

    • @yaboi-km2qn
      @yaboi-km2qn Год назад +3

      @@acanthodactyl this is a lie, unless you got a different version of the game than everyone else. The game is litterally designed to stop you from doing that.

    • @hrybory3453
      @hrybory3453 Год назад +12

      ​@@yaboi-km2qn With charm and without bell, most enemies do little damage and have little health. With proper posture management, I can see how spamming deflect can be a viable alternative to learning enemy attacks.

    • @y_corruptor_y
      @y_corruptor_y Год назад +1

      🤓🤓

  • @secondsaint214
    @secondsaint214 Год назад +124

    I play a lot of fighting games, and many of them have parry mechanics. Even after years of practice, I'm terrible at using them well. They often require a level of timing I just can't do outside of controlled situations. Sekiro's parry window is literally 10-15x larger than some of those windows (30f vs 3f or in some cases 2f). I immediately noticed that the parry window was massive when I started the game, and honestly I love it. It's so accessible and so much fun.

    • @mingQWERTY
      @mingQWERTY Год назад

      Dante's Royal Guard in the Devil May Cry games is one that comes to mind for me. They did make it somewhat more forgiving in the 5th game but the games prior it was super hard to pull off a perfect deflect and I'd argue that even in DMC5 it's still quite hard to pull off. Sekiro's timing is indeed very forgiving in comparison

    • @assassinonprozac
      @assassinonprozac 11 месяцев назад

      ⁠​⁠@@mingQWERTYRoyal Guard is actually pretty generous at a 6 frame window, and DMC5 didn’t adjust the window at all, it’s still 6 frames but the punishment for blocking early is non-existent in 5 so the risk/reward has been skewed massively in your favor.
      If you want a strict parry system try Issen in Onimusha, I don’t know the exact frame data but it starts off somewhere around 6 frames, the interesting part is that if you press the attack button at a specific point during the Issen animation you can do another one for free, and you can do this forever, the catch is that the window gets smaller every time you do it and it becomes genuinely frame perfect very quickly. If you get good at chain Issen you can destroy bosses in literal seconds because they dared to attack you one time.

  • @cosmic2750
    @cosmic2750 Год назад +37

    My way of memorising movesets in Sekiro is through the clashing swords and the timing interval between them. How I learned to deflect Isshin's 7(8?) hit combo was to say the parries out loud, like, "1, 2...1 2, ...1,2,3-Mikiri". Same for Genichiro. Sekiro absolutely works as a music rhythm game. I wouldn't be surprised if we somehow found out that the music of the bosses match the tempo of their attacks.

    • @Kaldrin
      @Kaldrin Год назад +3

      Isn't the music of most From Soft games already matching the tempo of attacks of the bosses? I think I've seen that somewhere.

    • @seastilton7912
      @seastilton7912 Год назад +2

      I just look at the weapon and parry when it's about to smack me. I rarely memorise timing but just observe the visual clues, the game does an amazing job of showing body language so you can almost watch the tension in their body to anticipate the timing of the strike. It works (ruclips.net/video/8A8YZ-m1buU/видео.html)

    • @BaldorfBreakdowns
      @BaldorfBreakdowns Год назад +7

      1, 2, 3, Mikiri sounds like if Sekiro wrote a book for children.

    • @BaldorfBreakdowns
      @BaldorfBreakdowns Год назад +1

      @@seastilton7912 Someone gave me the tip of watching the hands, and that helped a ton

    • @krisz195
      @krisz195 Год назад

      ​@@KaldrinI've heard the same. Actually, there are a few bosses where the music intentionally doesn't match to make the fight harder.

  • @metheuscane719
    @metheuscane719 2 года назад +153

    Dude thats cool af . I wish we got this feature in practice mode like that to know the timing ( i dont think its a good idea tho). And I thought i was good at deflecting until using kuro charm. It showed me how bad i am at the game...

    • @alexandershushakov4431
      @alexandershushakov4431  2 года назад +19

      That's actually a really cool idea for a mod

    • @TimothyGod
      @TimothyGod Год назад +7

      It would actually be the perfect practice thing. It doesn't tell you how to beat bosses, or what each owns timing is, just that this is how it works.

    • @sassas1487
      @sassas1487 Год назад +4

      @@TimothyGod That would trivialize the game even in practice, Sekiro is about reading the opponent replacing all of this with a bar in the middle of the screen is a bad idea

    • @shitpostingstevebecauseall6279
      @shitpostingstevebecauseall6279 Год назад +7

      @@sassas1487 Not necessarily, especially since Sekiro has a lot of different enemy types. You can be amazing at killing Hanbei in the tutorial section, but you'd still probably die a lot on a first playthrough because timing the parry on different enemies is pretty hard. Putting this kind of feature in the Hanbei arena would just expedite some of the very early learning process by giving them a framework to work off of, but that practice wouldn't even scale far enough to trivialize the first Ashina Spear.

    • @jeremycanning7058
      @jeremycanning7058 Год назад +5

      I think it wouldn't be too bad for game balance when you factor in unblockable moves. You'd still have to pay attention to things besides the bar.

  • @fernandosousa7515
    @fernandosousa7515 11 месяцев назад +1

    You helped me and several friends to understand this mechanic better, thank you very much!

  • @Kringkily69
    @Kringkily69 Год назад +5

    One thing I would say about flurry attacks is that they are all at the same speed in groups so if you recognize the tap sequence it’s the same spacing each time and no need to panic tap block. Awesome video

  • @ahmz1404
    @ahmz1404 Год назад +7

    Hey, I don't know how you counted your frames but it's really wrong, maybe you were counting the input delay too, at 00:09 the animation for the parry does not start until your indicator is almost halfway through the green bar, you started counting 10 frames too early. I went inside the game files themselves and the parry frames are 12 while playing at 60fps. I also counted frames just to show that even frame 15 is not a parry. I made a video about it.

    • @alexandershushakov4431
      @alexandershushakov4431  Год назад +2

      I did this animation by just observing, so it isn't by any means precise, but it still looks kinda right to me. The indicator starts moving when I usually press LB, I have over 200h in the game, so I feel very confident with those parries.
      What I've notices is that after a successful parry Sekiro spends another few frames just standing there being a badass. Like in here 0:20, pressing LB causes the character model to start turning when animation of the sword going up still hasn't started. Here's also a good example 0:22 he's just taking his time standing up and looking cool I guess, parry animation isn’t even there.

    • @alexandershushakov4431
      @alexandershushakov4431  Год назад +2

      @@ahmz1404 this video wasn't supposed to get 200.000 views, it was sitting at 40 for 4 month😂

    • @sullgames
      @sullgames Год назад +2

      ​​​​@@alexandershushakov4431 I think you should make a pinned comment about this. Many people will see such a polished animation and assume the maker got the timing right before doing all that. Thus the video is misleading about the game's difficulty because the parry window is apparently less than half as long as you show it to be (I can't verify this myself but other videos seem to prove it).

  • @konradk1066
    @konradk1066 Год назад +9

    Today I learned, the parry window is a set of frames, not just a one-off perfect-timing chance kind of thing. THANK YOU

    • @seastilton7912
      @seastilton7912 Год назад +5

      What did you think it was? 1 frame out of 60? That would be such an incredibly unlikely timing

    • @shade08538
      @shade08538 10 месяцев назад

      @@seastilton7912but it’s possible

  • @seastilton7912
    @seastilton7912 Год назад +4

    I think people are misunderstanding what this does.
    When the bar starts moving isn't when the enemy has set off a trigger. It's not like 'the bar is moving, press LB before it ends to successfully parry'. In fact it's the opposite.
    The bar starts moving when the player presses LB. Then the enemy's attack must hit the player to reset the bar back and make it a successful parry. If it lands too late, it's because you started the parry early.
    In short: the LB input STARTS the bar moving, the enemy's attack RESETS it.

  • @MythyMoo
    @MythyMoo 2 года назад +11

    Guy at the end sounds familiar, I don't know where I've heard him but he pisses me off

  • @ICDedPeplArisen
    @ICDedPeplArisen 2 года назад +6

    Need a mod like this. I've already beaten the game numerous times but visualizing it for one wouldn't hurt.

  • @Lillorrdpeep
    @Lillorrdpeep 2 года назад +4

    hitting a series of perfect deflections is one of the most satisfying feelings ever in gaming

  • @BoomSqueak
    @BoomSqueak 2 года назад +11

    Love the ending. "I parried that!"
    Clearly, you did not.

  • @whatevermanh7657
    @whatevermanh7657 2 года назад +13

    if this were a mod it would be amazing to teach newbie players to learn the "rhtymn" part of sekiro gameplay,hell even for pros it would help. You really gotta find someone to code this to a mod

  • @nomercy8989
    @nomercy8989 2 года назад +8

    The animation team is the real mvp here

    • @linedpaper5374
      @linedpaper5374 2 года назад

      animation team of one it sounds like, so extra props to Alexander. i'd call it better than "newbie animation" for sure

    • @thechugg4372
      @thechugg4372 11 месяцев назад +1

      I was about to say the exact opposite, the animation does NOT convery at all how long this parry window is, a big failure on the animation part...

  • @dangerdan2592
    @dangerdan2592 Год назад +9

    I personally always have trouble with the delayed hit attacks where the enemy winds up but then sort of hesitates before swinging. The flurry attack can be hard too but the slow ones get me way too often because I press the button too early.

    • @haikall5479
      @haikall5479 Год назад +1

      Headless slow then fast attack is so annoying

    • @mac-ec8do
      @mac-ec8do Год назад +2

      Axe guys, big bois, headless, corrupted/true monk, their slow timing always throws me off

  • @nobodycares3333
    @nobodycares3333 2 года назад +7

    This feature can be life changing...!!

    • @MurielissonPepe
      @MurielissonPepe 2 года назад +13

      Why would you want that during normal gameplay? It defeats the whole purpose of getting good.
      It’s a neat feature tho.

  • @Certified_souls_player
    @Certified_souls_player 2 года назад +5

    Also, thank you for pointing out the spam deflecting. I was arguing with somebody on RUclips about this how he said the game was so easy because you could literally just spam your way through it which I told him it’s not true you’ll end up taking damage or having your posture broken quick as hell like I would love to try to see someone do that shit with the demon of hatred lol

    • @tobigomez3069
      @tobigomez3069 Год назад +1

      When i fought Demon of Hatred i died a lot trying to parry him. Then i tried to fight him like a Souls Boss, and it worked perfectly. So maybe that's not the perfect example, i would say that Phase 2 of the Guardian Ape or even the Monk are better examples, because they have delayed attacks and if you spam block i'm pretty sure that you could get One shoted or almost

  • @0mnislash208
    @0mnislash208 2 года назад +11

    1:06 he accepted his fate and was like my time has come..

    • @mooripo
      @mooripo 4 месяца назад

      Me vs Genichiro every time he pulled the arrow.

  • @tobigomez3069
    @tobigomez3069 Год назад +10

    I don't know if you guys read the movements like this but, when i want to do a perfect parry, i search for reading the "intent" of the attack.
    The perfect example to explain it is that stomp attack that the Guardian Ape does in his second phase. When he does it, i try to focus in his arm and not his sword, doing this when he is beggining his attack i can see that slight movement that his body does before the blade attacks and parry him perfectly.

    • @louisuchihatm2556
      @louisuchihatm2556 7 месяцев назад +3

      Bro got observation haki

    • @tobigomez3069
      @tobigomez3069 7 месяцев назад

      @@louisuchihatm2556 i trained it so hard that i managed to defeat Isshin Ashina after months playing other stuff 🗿

  • @enki5446
    @enki5446 10 месяцев назад +4

    I know this is kinda late but the parry window is actualy almost 3time shorter than this , it's 12 frame
    source : The Truth About Sekiro Parry Frames by ahmz1404

  • @nicco1295
    @nicco1295 24 дня назад +1

    Yes game understands when you spam block button and give you brutal lesson.

  • @thepunisherxxx6804
    @thepunisherxxx6804 Год назад +5

    This is excellent and super helpful. Problem with Seikiro and video games in general is every video game is different in terms what's interact-able, obfuscated cues and mechanics, uncertainty of what can be done and when. Visual aids like their weapon turning red or something would be perfect here. Its not just a question of reading their movements. As this shows, there are other aspects of the game and timing that are going on behind the scenes. The more transparent a game can be the better.
    Puzzle games are another good example of this player uncertainty with what is and isn't allowed in a game. Often people get stuck on puzzles not because its hard to solve, but because they are ignorant of certain game mechanics and interactive elements of the puzzle. Many parts of a game are static, or moves only interact with things in a certain way. The game must to a good job "onboarding" the player so they understand what can be done in the game world easily and the limits of it.
    Half Life 2 strikes the perfect balance of this with the gravity gun and physics interactions. It sets up situations to use it, but its rarely required, there are usually a few ways to handle things. There is an understanding of what you can and cannot do with most features in the game, and some flexibility there in interaction to approach it in different ways.

    • @ThefamousMrcroissant
      @ThefamousMrcroissant Год назад +2

      Fuck me, FINALLY someone who feels about it the same way I do. A lot of the Soulsbornes difficulty is derived from arbitrary obfuscation of the mechanics. Every fight in Sekiro demands the player adapts to new rules it throws your way in the form of unnatural animations, without making any effort to actually communicate it properly. This makes the game hard, but it also makes the game absurdly mechnically complicated (basically every attack becomes their own new mechanic, which is just terrible game design in my opinion).
      Unfortunately the fandom is much the vast and there's little hope of any of these games improving.

    • @mythrilradiance7635
      @mythrilradiance7635 Год назад

      @@ThefamousMrcroissant I disagree, the mechanics of combat in Sekiro are fairly simple. The answer to every attack in the game is deflect, dodge, or jump. There are even indicators telling you if the attack cannot be deflected, which simplifies the decision making process. Most of the depth in Sekiro’s combat comes from reading the movement and timing the attack and I find that engaging. While many of the animations for attacks certainly aren’t realistic, it’s mostly a matter of waiting to see the movement to its completion, it still boils down to deflect, dodge, or jump.

    • @ThefamousMrcroissant
      @ThefamousMrcroissant Год назад

      @@mythrilradiance7635 Bit of an ass move to refer to a video I made, but if you care to understand my perspective in a bit more depth I've got an analysis of Hogwart's Legacy's combat system. This kind of does what I wish the soulsbornes did, instead of relying on strange unnatural animations that just have to be experienced first.

    • @shakeweller
      @shakeweller Год назад

      @@syndroel 4 Button gameplay hmm? Kanji sign shows unblockable attacks? Not true you can parry thrusts. The game also doesnt tell you that some bosses have infinite poise on some moves, which means you can not counterattack, they literally let you try and error that. The game also doesnt tell you that many moves give posture buildup on perfect parries, plus it doesnt tell you that your posture can never be broken as long as you parry even with a full bar. The game doesnt tell you how long exactly the parry window is. The game doesnt tell you that bosses literally use a different pool of attacks based on if youre locked on or not or if you hold forward. The games stagger bar (eg demon of hatred) is invisible and they literally let you guess how it works. Basic mechanics are never mentioned. If the tutorial actually tough the player the rythm game aspect of the game, many more players would play this game.

  • @TheGrades90
    @TheGrades90 2 года назад +3

    a lot of people are learning about chip damage and kuro's charm right now.

  • @diegosaez4885
    @diegosaez4885 Год назад +8

    You may not know this but you just created one of the smartest and simplest accessibility feature I've seen in a long while.

  • @Ala_tus
    @Ala_tus Год назад +1

    The parry system feels so nice with the corrupted monk, especially since his posture regen is so slow, feels like all you gotta do is block and then you win.

  • @huntarius8253
    @huntarius8253 2 года назад +2

    song at 0:34 is lotus waters from yume 2kki if anyone was curious

  • @nikopascua9496
    @nikopascua9496 Год назад

    Thank you so much for this, I thought that the window of opportunity was much smaller than that. I might actually finish the game now

  • @Leg1503
    @Leg1503 Год назад +1

    Coming back to sekiro after lies of p feels like a cakewalk. Feels like triple the parry time

  • @Crispierbug
    @Crispierbug Год назад +2

    Cant believe this rhythm game doesn't have a official rhythm visualizer

  • @zzedixx
    @zzedixx 2 года назад +2

    Love the MythyMoo reference at the end

  • @ileiad
    @ileiad 2 года назад +7

    finally...
    Sekiro journalist mode.

  • @Kagezawa
    @Kagezawa Год назад +2

    Actually this is the point. Block spamming reduces the parry window, but gives you a block if you miss that window. So it's best to only spam a block when you don't know what moveset the enemy has.

  • @dmxdxl
    @dmxdxl 12 дней назад

    I've finished every souls game minus DS2 and Sekiro for the LIFE OF ME has me struggling to get the parrying system down pat cuz in souls games I'm totally a dodge and get behind the enemy type of player, really wish this prompt would be in the GAME just to help me get better, still I will get it down eventually but this helps immensely so thank you!!!..

  • @sonicmaster047
    @sonicmaster047 7 месяцев назад +1

    You start by mashing or just holding block. Eventually you start to learn the timing and really start to get going.

  • @lukepoplawski3230
    @lukepoplawski3230 9 месяцев назад +1

    I feel personally attacked with the “I pARrIeD tHaT.” At the end good sir/madame.

  • @gkanishl
    @gkanishl 3 месяца назад

    it makes complete sense for parry windows to be this forgiving when you remember you have to parry atleast 5 times a second

  • @Micah__
    @Micah__ Месяц назад +1

    I need more games that have a focus on parrying. I love all the other Fromsoft games but Sekiro just scratched an itch I didn’t know I had.

    • @raghavnautiyal9250
      @raghavnautiyal9250 21 день назад

      so true, you can try playing the other souls games and thinking the dodge button as parry button it makes it more fun

  • @Toshiro4619
    @Toshiro4619 Год назад

    How you gonna call me out at the end of the video? In all honestly having the little visual indicator really helped me see about what I was looking for. Very helpful, 10/10 would recommend

  • @Egalia_1
    @Egalia_1 2 года назад +11

    This is an amazing tool. There's definitely a decent portion of people who I'd bet would love to get into Sekiro but the combat is just too punishing. This makes it so that more people can experience and love the game, this is awesome!

    • @seastilton7912
      @seastilton7912 Год назад +2

      This wouldn't help you in the combat since it doesn't show you when to actually parry, just what happens after you press it

    • @btchiaintkidding7837
      @btchiaintkidding7837 Год назад +2

      pretty bad idea tbh, lotta ppl would end up just looking at the hud. every boss will literally be the same thing of looking at the hud nd will get bored outta their mind
      best thing to do is show them this video as a morale boost and then let them play the game as it is.

    • @seastilton7912
      @seastilton7912 Год назад

      No, because the HUD wouldn't give you any information you don't already have. If you think it would, you might be misunderstanding how this mod works@@btchiaintkidding7837

  • @Carlisho
    @Carlisho 6 месяцев назад

    Super interesting how the parry window feels harder than what this indicator reveals it to be, the real struggle is memorizing the attacks because on a first playthru you are reacting to the attacks and the varying timings is what throws you off, but once you memorize the attacks and the timings then the game feels exponentially easier.

  • @uffu2490
    @uffu2490 Год назад

    Learning the mechanics is my only issue with this game but I love this game so, so much.

  • @Lachy1407
    @Lachy1407 Год назад

    This should be included when teaching people how to play Sekiro, it's great.

  • @OverTonesOfLevi
    @OverTonesOfLevi 6 месяцев назад +1

    Whenever I approach any enemy in the game I always subconsciously fall back to spam parrying and I can't teach myself how to learn the timings. Game isn't for me.

  • @remigusker
    @remigusker Год назад

    Seeing it visually the window is way more generous in actual timing than it feels like. X3

  • @DRcorban
    @DRcorban Год назад

    Can't believe it took this for me to realize the parry timer is tied to the *WOOSH* sounds.

  • @xanderatkinson2748
    @xanderatkinson2748 2 года назад +1

    Bro I didn't know it was possible to parry genichiros second to last attack in his flurry.

  • @TheSolitaryEye
    @TheSolitaryEye 2 года назад +5

    This made me realize that Sekiro is really just a rhythm game disguised as an RPG

    • @TimothyGod
      @TimothyGod Год назад +1

      We've been trying to tell people for years

  • @MortalMercury
    @MortalMercury Год назад

    I dont understand why the one that caused everything to go wrong with Genichiro didn't set back the progress of the bar despite being hit in the green zone

  • @acrowsnest_t6630
    @acrowsnest_t6630 2 года назад +3

    theres also alot you havent touched.
    To time your parry as you intent to, you either need to be standing or *walking*, otherwise your character will first have to transition his stance to parry.

    • @TimothyGod
      @TimothyGod Год назад +1

      So moving while being ready to party is ideal?

    • @acrowsnest_t6630
      @acrowsnest_t6630 Год назад +1

      @@TimothyGod jut no sprinting, or jumping

  • @platterbuss2328
    @platterbuss2328 Месяц назад +2

    Wish that visual queue was an option in settings

  • @They_Call_Me_HeartFace
    @They_Call_Me_HeartFace 5 месяцев назад

    When it first came out many people calling it hard often forgot that rhythm is not only for music.

  • @zeronime284
    @zeronime284 Год назад

    You can spam block to flurry attack, and you can also do rhythm spam: by pressing and holding block exactly after 1 second each.

  • @blackmesa3777
    @blackmesa3777 Год назад +1

    Please also visualize *Lies of P*

  • @indeedidosir
    @indeedidosir Год назад

    Adding this as a hud element could honestly work great as an easy mode and would be a much better option than just adding extra parry frames or reduced damage.

  • @TheSanozukez
    @TheSanozukez Год назад +2

    i just started to play the game 1 week ago. I still have trouble with parry. I use to parry quite perfect on god of war, so i came with this style on , since the GoW is my best game choice. With that said, on god of war i parry a bit later, when actually the hit hits you, ou a fraction of second later. Here you have to press block like 0.2 seconds early and i realize this very clearly with this video now. Thank you. Its very hard to get used to do it when you already go play with your mind pre set that everyone telling its the hardest game. But i am much better than a week ago, and will keep going up i guess. Again thanks for this video, it really helps me alot.

    • @SMT-ks8yp
      @SMT-ks8yp Год назад

      I suspect that the eniterty of FromSoftware games is about doing everything early.

  • @Dapryor
    @Dapryor 5 месяцев назад

    The blazing bull in the one that’s incredibly difficult to time.

  • @greenimpwtf
    @greenimpwtf 8 месяцев назад

    I'd really like to see what's going on with some weird timings, like that Monk's upward cut or Armored Warrior's charged overhead, they seem to hit earlier than what is telegraphed.

  • @ineedmyhat
    @ineedmyhat 4 месяца назад

    Welp was nice knowing you Sekiro. I cant be the man you need.

  • @alexforce9
    @alexforce9 6 месяцев назад

    My main problem with Sekiro is that when I deflect and the second hit is coming but I dont see it coz of the light effects perfect deflection is creating. So often I cant rely on watching the enemies but deflecting on muscle memory alone.

  • @Blackflagxll
    @Blackflagxll 2 года назад

    problem with this mod is that once you done a boss fight all you remember is this parry bar...

  • @StormbringerI
    @StormbringerI Год назад

    There is a certain "whoosh" sound just when the parry window gets open.

  • @para-noxis
    @para-noxis 11 дней назад

    It actually showed me a lot. In theory. Practice is another beast :D

  • @gaminginarow
    @gaminginarow Год назад

    I just listen to the sound and predict the next move by the speed of the enemy's attack. I of course also look at the attacks, but sound plays a key role for me.

  • @chandrahas272
    @chandrahas272 Год назад

    Perfectly Fits To Game. It's Looking Like The Developers Are Added This.

  • @arctother5176
    @arctother5176 Год назад +1

    I cannot lie, I’d love to see this for Puppet Souls

  • @NobleVagabond2552
    @NobleVagabond2552 9 месяцев назад +1

    This is really damn cool

  • @BigDBrian
    @BigDBrian Год назад +2

    deflect window is not 30 frames, widespread misinformation from our lovely fextra
    it's 6 frames (30fps) so 12 frames (60fps)

  • @verypatto
    @verypatto 2 года назад

    The point is to recognize the movements of the opponent in order to know what time to parry. The indicator on the screen does everything for you, there is no sense in such a game

  • @enzoluengo2473
    @enzoluengo2473 2 года назад +2

    This mod is good for those who want to beat the game more than anything to gain some experience in the souls saga or for those who are just starting out.

    • @LJAndrews1986
      @LJAndrews1986 2 года назад +1

      Doesn't play like a souls game, doesn't look like a souls game but sure........

    • @TimothyGod
      @TimothyGod Год назад +1

      ​@@LJAndrews1986 fromsoft

    • @seastilton7912
      @seastilton7912 Год назад

      This wouldn't help you beat it though, it doesn't help you with the timing much

  • @thechugg4372
    @thechugg4372 10 месяцев назад

    Thank you, this is the one video that made me understand and love this game, and yes when you learn this it is the easiest souls game

  • @abrahamrangel2326
    @abrahamrangel2326 2 года назад

    It does feel like after every consecutive parry you do the parry frames decreases

  • @nathaniel9526
    @nathaniel9526 Год назад

    The only way I could see this being a problem if it was implemented into the main game is how most players would only be looking at the visualizer and not all the visuals and designs of the fight which ruins some factors of it

  • @Afflictamine
    @Afflictamine Год назад

    I swapped Parry from LB to LT, makes a huge difference imo, much easier to do multiple parries in a row

  • @BonhartofEbbing
    @BonhartofEbbing Год назад

    This is the easy mode the journalists should have gotten: simplifying a mechanic so that they can understand it. Even better, have it be like the Demons Bell, but in the Hub area. That way they can toggle it on or off. In any case this is a great mod, if only for beginners.

  • @leinadlink
    @leinadlink Год назад

    I know there's a difference between regular parry and a perfect parry in this game. I wonder which window is getting visualized here, because it feels to generous to be a perfect parry.

  • @BeeTheTravler
    @BeeTheTravler Год назад +1

    Now we need it in lies of p

  • @beneverst3338
    @beneverst3338 Год назад +1

    Was that Mythymoo at the end

  • @tameshigiri5
    @tameshigiri5 Год назад +1

    I recognize the @MythyMoo voice at the end :D

  • @EuroFighter59
    @EuroFighter59 Год назад

    I wish there was a video tutorial like this for every boss

  • @GodKiller97
    @GodKiller97 Год назад

    This is literally how I mentally visualize just-frame moves in fighting games when I’m doing combos. It has carried me doing many b3 loops with Lee

  • @ChieuPhan95
    @ChieuPhan95 2 года назад +2

    You turned it into Guitar Hero😂

  • @NekitTheRagdoll
    @NekitTheRagdoll Год назад

    After trying to play DMC with Royal Guard this game became a walk in the park.

  • @camdenkid342rep6
    @camdenkid342rep6 Год назад

    I know most people in these comments played sekiro already but for new players still willing to try don’t be afraid to just hold the block button and learn attack timing before just straight trying to guess deflect but using that trick to learn boss attack since ds3

  • @sirpuffball6366
    @sirpuffball6366 Год назад

    i have hundreds of hours in sekiro, i can beat every bossfight nearly effortlessly, and i have yet to *ever* fully deflect genichiro's floating passage.

  • @BlowBow2
    @BlowBow2 Год назад

    Am I weird for actually never really struggling with flurry attacks? It's the slow ones that almost always kill me.

  • @themonsterbaby
    @themonsterbaby 6 дней назад

    My first souls-like was Lies of P. I just got really good at that. Decided to play this while waiting on the DLC and I don't understand when to parry at all in this game. I get lucky and hit it sometimes but I don't get the timing at all. And this don't help, I don't even understand what I'm looking at.