SEKIRO Parry Timing Visualized
HTML-код
- Опубликовано: 24 авг 2024
- ! ATTENTION !
this useless chart DOES NOT actually show you WHEN to press LB
it only shows you WHAT HAPPENS when you press LB.
The moment you press LB you activate a 30 frame parry window,
if the strike lands within this time a perfect parry goes off,
if the strike lands on the 31st frame it's a normal block,
if the strike lands on the 61st frame you take damage.
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.
I always thought that Sekiro parry window was huge (in comparison to most other games I mean) if you aren't spamming
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
@@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.
Also the camera in close quarters.
please no, that would ruin the game
Lots of people don't realize that blocking from an early parry is wayyyy better than getting smacked on a late parry.
Hesitation is defeat, after all
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 😬
@@nqtduc Thats why the gokan sugar is the best one (whatever sugar gives posture damage reduction)
@@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.
@@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
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.
W
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.
i don't think anyones saying it should be on the screen in the game
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.
this is just visualization, they're not trying to add in something that was missing or anything
I'm so glad that people are still making content about sekiro
tru tru a forgotten hidden gem
@@Ehzah8 it won game of the year, it's definitely not a hidden gem
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
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.
@@Tainuowow 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
@@emancules just hold the button down for a second or until the hit happens.
@@Tainuo what a weird way to nerf button mashing.
@@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
When you look at it like this. Sekiro's parry window is very generous
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.
Well, yeah, because you can see it. It’s completely different when you have to feel it.
ye most of the parry window in elden ring is 15 frames
and that's with the buckler parry
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
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
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
@@gekiitriceps9211I only realized after playing other dark souls game. Elden ring bosses just felt so fucking clunky and random in comparison lmao
People have beaten it blindfolded
Lilagy defeated it blindfolded 🫣
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.
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
I want to get Sekiro and I want to go in blind :) (unlike elden ring and stuff)
@@NoahYoudontneedtoknowmyl-kt3vc you're in for a treat
@@NoahYoudontneedtoknowmyl-kt3vc struggle learn beat repeat
"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.
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
you'd be staring at the parry meter instead of playing the game, bad take
@@vepeu You didn't even understand the take. He's talking about this video, not the game
@@vepeuyou didn’t even understand what he said 😂 why are the dumb ones always the loudest 💀
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
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
the game is ez asf 💀
@@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
That's a good way to describe it, I always called it Focus. Kind of like 'in the zone'
@@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.
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.
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.
@@acanthodactyl well some cases mashing party is the solution with how fast some attacks and combos are
@@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.
@@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.
🤓🤓
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.
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
@@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.
" I p a r r i e d t h a t " lmfao, I'm dying.
That’s our we haven’t gitted gud yet
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.
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.
@@KaldrinDancer of Boreal valley?
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)
1, 2, 3, Mikiri sounds like if Sekiro wrote a book for children.
@@seastilton7912 Someone gave me the tip of watching the hands, and that helped a ton
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
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.
Second playthrough and I was deflecting perfectly, for all bosses except Isshin.
Today I learned, the parry window is a set of frames, not just a one-off perfect-timing chance kind of thing. THANK YOU
What did you think it was? 1 frame out of 60? That would be such an incredibly unlikely timing
@@seastilton7912but it’s possible
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...
That's actually a really cool idea for a mod
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.
@@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
@@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.
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.
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.
Bro got observation haki
@@louisuchihatm2556 i trained it so hard that i managed to defeat Isshin Ashina after months playing other stuff 🗿
Love the ending. "I parried that!"
Clearly, you did not.
Need a mod like this. I've already beaten the game numerous times but visualizing it for one wouldn't hurt.
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
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
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
The fact that the game doesn't have an indicator to when do certain actions is one of my favorite parts honestly, like having to actually read the enemies movements to know the right time to parry, or when you have the dangerous attacks, like the amples and the lunges, the game warns you that's it's an attack you can't block, but it doesn't tell you if you have to mikiri or jump, you have to ACTUALLY read the enemy's movement, see where he is going with his weapon, in order to plan your next moves.
The animation team is the real mvp here
animation team of one it sounds like, so extra props to Alexander. i'd call it better than "newbie animation" for sure
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...
hitting a series of perfect deflections is one of the most satisfying feelings ever in gaming
You helped me and several friends to understand this mechanic better, thank you very much!
I started off as a spam blocker. Its definitely a bad idea, although a simple block can be useful sometimes if you have time to shake off the posture damage - ie during the apparition phase of the second corrupt monk fight. As long as your back is to a wall during those attacks blocking works fine. I disagree about flurry attacks: i find them easier to parry due to the rhythm. The trick is to be ready for the inevitable kill shot at the end of the flurry, and also to be ready with the insta-block and then parries at the end of your attacks. Once your opponent starts parrying its time to back off.
This feature can be life changing...!!
Why would you want that during normal gameplay? It defeats the whole purpose of getting good.
It’s a neat feature tho.
You start by mashing or just holding block. Eventually you start to learn the timing and really start to get going.
a lot of people are learning about chip damage and kuro's charm right now.
Guy at the end sounds familiar, I don't know where I've heard him but he pisses me off
He's here ruclips.net/user/clipUgkxl6i_5z3pbMSA_lD0an_e6Fx5t9hV_wxC
Yooo mythymoo
Love the MythyMoo reference at the end
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.
I feel personally attacked with the “I pARrIeD tHaT.” At the end good sir/madame.
When it first came out many people calling it hard often forgot that rhythm is not only for music.
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
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
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.
finally...
Sekiro journalist mode.
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.
song at 0:34 is lotus waters from yume 2kki if anyone was curious
Coming back to sekiro after lies of p feels like a cakewalk. Feels like triple the parry time
You may not know this but you just created one of the smartest and simplest accessibility feature I've seen in a long while.
100%
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.
The blazing bull in the one that’s incredibly difficult to time.
I recognize the @MythyMoo voice at the end :D
This made me realize that Sekiro is really just a rhythm game disguised as an RPG
We've been trying to tell people for years
Bro I didn't know it was possible to parry genichiros second to last attack in his flurry.
Can't believe it took this for me to realize the parry timer is tied to the *WOOSH* sounds.
Now we need it in lies of p
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!
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
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.
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
1:06 he accepted his fate and was like my time has come..
You can spam block to flurry attack, and you can also do rhythm spam: by pressing and holding block exactly after 1 second each.
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.
Headless slow then fast attack is so annoying
Axe guys, big bois, headless, corrupted/true monk, their slow timing always throws me off
This is really damn cool
This should be included when teaching people how to play Sekiro, it's great.
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.
Would actually have loved something like this sekiro feels more like a cinematic experience rather than needing to be a ridiculously hard game for those who dont like to parry or play rythm games.
THE MYTHYMOO VOICEOVER LMAOOOOO
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.
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.
@@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.
@@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.
@@ThefamousMrcroissant Well, I can agree with something but mostly I'm disagree. Sekiro's mechanic can be described as four button gameplay (each for every 4 movements that you need in combat, Deflect, Mikiri, Jump and attack) It's much less actions than in Slashers like DMC or Bayonetta, but here we got bigger risks. It's mechanically basic but at the same time we have higher risks. That's a perfect balance i think. Also for non-blockable attacks we have Kanji sign. All you need in this game is learning and recognizing. It's obviously that boss should be difficult, we even have a narative explain for this. We can't die, so we can learn boss until we beat him. I know at first it seems hard or even impossible, but after you realize how to fight against you get so much joy. Because you with your mind and effort deserve your victory. That game makes you think as you play this game first time, and it's a cool thing in my opinion.
@@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.
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
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.
So moving while being ready to party is ideal?
@@TimothyGod jut no sprinting, or jumping
This just gives me more strsss
30 frames is actually incredibly generous. The parry windows in other FromSoft games are much smaller.
thats because the entire game is based around parrying, unlike dark souls or ER
0:50 just realized you can Ichimonji from a jump. Never thought of that!
For a moment there i actually thought it showed you when to block, before i read the description. Why is nothing ever easy
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.
They key is to spam more slowly, with a precise rhythm, I think you can end up with a good half of the time being in parry windows.
The parry window IS massive, IM NOT CRAZY FOR ONCE!
Learning the mechanics is my only issue with this game but I love this game so, so much.
Let's go Justiiiiiin!
Seeing it visually the window is way more generous in actual timing than it feels like. X3
There is a certain "whoosh" sound just when the parry window gets open.
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.
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.
Doesn't play like a souls game, doesn't look like a souls game but sure........
@@LJAndrews1986 fromsoft
This wouldn't help you beat it though, it doesn't help you with the timing much
I swapped Parry from LB to LT, makes a huge difference imo, much easier to do multiple parries in a row
You turned it into Guitar Hero😂
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
I actually practiced on Mr. Zombie in the beginning instead of frolicking. Because of that, beat Genechiro in my first try. Many others too. It's truly a rhythm and rules game.
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
I cannot lie, I’d love to see this for Puppet Souls
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
After trying to play DMC with Royal Guard this game became a walk in the park.
this is a nice feature but it would take the difficulty away from the game, i rather read the enemy npc movements its way more fun and challenging
Yep. This is definitely a rhythm game. I just needed to see it.
Cant believe this rhythm game doesn't have a official rhythm visualizer
It’s like you have to press block more than you should press to swing 🗿
Cut that time into 1/4 and you have Lies of P timing
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.
Spamming block works pretty well for flurry attacks
Metal Gear Rising parry window must be a full 5 seconds
Now this looks like a proper rhythm game 🥁
Sekiro becomes a lot easier when you know you have an entire half second of parry frames. Or if you use the umbrella, it's a whole second and can deflect multiple hits. Sure I can spam for the long arm centipedes. Or i can just use one or two umbrella spins.
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.
I suspect that the eniterty of FromSoftware games is about doing everything early.
Perfectly Fits To Game. It's Looking Like The Developers Are Added This.
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
bro just invented easy mode for sekiro
Music to my ear colors to my eyes
Honestly I feel like this could be implemented as the easy mode some people seem to so desperately want - it'd be a good accessibility feature maybe for people with poor eyesight? It doesn't horribly imbalance or ruin gameplay, it's really just a visual aid at its core