The thing thats kiling me is he do the stand attack where light comes out of his blade and then he just do those 4 fake attacks then comes at the 5th time i might have to get good although i cant take any help cause im playing on crack also good video
this is for someone very specific who needs some help right now. I don't have money to offer you, but what I do have is more valuable than gold, It is the gift of knowledge. Look into a life with Christ, and try to understand the living God. He has been calling to you, but you have not listened. Many are called but few hear, and even fewer answer.
@@jpraise6771 i like the energy you got man, but christ himself didnt preach to random people, only those who wanted to listen. Dont sour the faith for others in doing so
It allows for builds that use chagred R2s to be actually viable, before there was seldom opportunity to get one off, now you are able to use them in abundance. It’s nice and I like the change but for some attacks like blood flame slash I feel the excess punish window is unnecessary.
@@sauce0rii100% agreed. Still don’t like the second phase, but hey, I have a shield and a poky, poky sword lance. If he’s bullshitting me, I’m bullshitting him.
@@BlacklistedSoup Yeah my main problem was also how Radahn basically made tons of builds completely unusable or you had to wait an actual minute sometimes if you wanted to do something that takes a bit longer.
I think the most understated problem with the cross slash is how subtle the startup is. The hitbox comes out on frame 36 which isn't unreasonable, but with how little he telegraphs it you're only going to able to see it on around frame 15-18. This combined with the average human reaction time of 16 frames means that prior to the nerf, you had just BARELY enough time to recognise the attack AND understand you had to deal with it in a very precise way. Very insightful video.
For cross slash I believe the nerf was 100% necessary, it was by far the most complained about move in Radahn’s entire moveset. I do agree that it does feel a bit trivial now, it’s essentially just hit dodge 3 times in quick succession, however I’ll always take that over a move that you would get hit by 90% of the time and mess up the flow of the fight. I do think there is something to be said about moves that require more in depth technicality but 1.13 cross slash didn’t communicate that properly nor did it execute it well. A frame perfect dodge with proper positioning is a heavy ask for such a frequent and seemingly trivial move. It’s comparable to waterfowl, except waterfowl actually had a giant punish if you weren’t able to dodge it, you’d die, so players would be forced to figure out a way to dodge it. With cross slash you tank a single swipe from Radahn’s sword and lose some HP, most players, including myself, would rather just take the hit then sacrifice the entire flow of the fight. Trying to appropriately dodge cross slash means constantly focusing on when Radahn is going to do it and takes away from focusing on the fight, not only that but you need to constantly position yourself to his right in order to dodge it successfully, again messing up the flow. Waterfowl at least has the decency to give you time in order to reposition and time your dodge, cross slash comes out like any other of Radahn’s attacks yet requires you to do so much more in order to dodge it. I think increasing the dodge window and putting less priority of positioning would be the best fix, I agree a trivial 3 dodge move isn’t the most intuitive boss design, but it should never come down to 1.13 cross slash. Another note, changes like 15:38 are just overall beneficial to the fight. It reads so much clearer when Radahn takes a small pause before entering his next combo giving time to react. It’s a very slight change but it makes a big difference when you’re given a clear example of whether you should be dodging or not. 1.13’s version having him come right out of the slam combo and attack does nothing other than facilitate dodge rolling by essentially saying “I’m going to instantly switch into different combos to the point where it will be difficult to read and you will have a better chance instinctively dodge rolling rather than actually reacting to the attacks.” This flaw is completely mitigated by having a small pause making it clear when you are and aren’t supposed to be dodging, not only that I’d arguing panic rolling now will be much worse considering you are wasting time rolling while he is preparing an attack. I’d love to see an in depth analysis on Messmer just for the fun of it, I’d be interested on how his combos work as he is my favorite boss.
While I do generally agree with the left-right-X-slash combo needing a nerf, just to be perfectly clear, dodging it in 1.13 with one roll did NOT require a frame perfect roll. The window was at a minimum 9 frames long assuming that you are in melee range and get the direction of the dodge right. It could even be more, I'm not particularly that good at the game so perhaps with better positioning it was even more than 9 frames, but I do have video footage of successful one roll dodges starting from frame 27 all the way to 35.
@@bigbart_The move also has a pretty fast start up though, so not only do you have to realise and react to the move he’s doing very quickly, you now also have to specifically react within an unreasonably small window to dodge it correctly. I imagine when testing these moveset changes it was easier to learn this timing as you could trigger that move whenever you wanted, however in practice it’s far more difficult as he can throw the move out randomly making it much harder to react to correctly. I don’t think near frame perfect dodges can’t work in these games but they shouldn’t be placed on basic moves.
The presentation and depth of this video is immaculate. The way you broke down the whole combo tree, every single attack, the slow downs, the frame-by-frame, the timings, it’s all so well crafted. Must have taken forever to produce the whole thing. Loved the attention to details and explanations.
People complain about the nerfs, but I think the fight got a lot more fun after the nerfs because it felt more fair. Nobody wants to sit there for half an hour waiting for this dude to finish his combo.
This was sorely needed to clamp down on misinformation related to the nerfs (the same kind of misinformation that STILL gets spread about base game Radahn nerfs). Thank you for making this and putting so much effort into it. On a related note, have you looked at all into the damage nerfs? This is another place where I can easily see misinfo getting spread unless an objective analysis like this is done. Also did Miquella's Orbital laser not get a little faster in return for the hitbox getting smaller? Could have sworn I saw that in another comparison video.
Since you're the second person to ask the same thing regarding the orbital laser, I just went back and re-checked my own data and footage - There is no measurable difference the speed of the attack. Across both versions, sometimes the first damage instance happens on frame 280, most often on frame 281, and very very rarely on frame 282. That's within the margin of error due to the nature of reviewing a 60fps recording of a game that's also capped in 60fps. I can't confirm for sure whether it's the exact same size (it certainly does look to be the exact same size, you can compare the very first 6 seconds of the video yourself to see that the circles overlap pretty much perfectly), but I can say with relative certainty that the speed of the attack is unchanged. Maybe there's a way to get some kind of number value for the hitbox from the game files or something, but that's beyond my skills I'm afraid
also to answer the question about damage, I was testing damage as well during the start of the production of this video, however, after I had already found 15 different frame data values, I had still not found a single attack with a different damage value, so I decided to abandon that part in order to focus on the frame data instead, since I found it far more interesting anyway. I can say however that at the very least the following attacks still have the same damage, at least in phase 1: [Right Overhead] -> [Double Sweep -> Ground Slam] and [Stomp->RO->DS->GS] [Right Overhead] -> [Left-Right Slashes], [Grabbing Sweep] and [Succ] -> [Grabbing Sweep], [Succ] -> [Gravity Slam], [X-Slash] and [Left-Right->X-Slash], [Bloodflame Slash]
@@bigbart_ I wonder if more of the damage nerfs are in phase 2, that's the speculation I got while replaying and watching footage here and there (purely speculation though). The radius of the orbital laser in the first 6 seconds actually looks a bit smaller to me, but I'm not 100% confident on that either. Sounds like you already gave a detailed look at the attack speed.
The editing in this video is absolutely insane. Usually when I see patch notes videos like these (in other games, not just ER), it’s kinda eh with average effort put in. But this is S+ tier editing for explaining changes and patch differences, like actually stunning dude. Keep it up!
There are many amazing analysis videos on these games but I don’t recall anything that in depth while still making it clear to follow for the viewer. Without any exaggeration this is one of the best videos I’ve ever seen on this platform.
Consort Radahn Nerf according to the fanbase: His damage has been gutted, his reaction time is slower than geriatric sloth, his AI freezes half the time, he takes self-damage from every one of his attacks, he only does one combo now before an hour long pause, he automatically loses after Miquella grabs you twice, Light of Miquella heals the player now, Meteor insta-kills Radahn now... Consort Radahn nerfs in reality:
If they're crying about this nerf, they're gonna lose it when they find out that Radahn was nerfed for the release version of the dlc. Pre-release Radahn was way harder than pre-nerf Radahn. They cut out an entire combo and its variation from the fight and changed up a couple moves. I wish they didn't cut that combo out tho. It was super cool imo.
@@anonisnoone6125 Did you guys even watch the video? These are significant nerfs. Also you do realize in the initially un nerfed Radahn you’re talking about also was missing attacks that didn’t exist until shortly after the release of the DLC
@@MeeplingMystery They're really not as significant as everyone makes them out to be. Those people who bashed their heads against him pre-nerf and learned how to deal with him are still able to deal with him and I'm half-convinced that they're only complaining about the nerfs out of some pettiness because newer players won't have to experience that mess of the fight. The nerfs only really affect people who had trouble with Radahn and if you think for a second that FromSoft just caved in to the complaints about difficulty then try looking for any nerfs Malenia got since the game was released compared to the sea of salt she received for her difficulty. Consort Radahn clearly wasn't what they wanted him to be post-release.
@@MeeplingMystery people are really whining about these nerfs like the nerfs were fair and necessary because radahn was actually just artificial difficulty. This is a good thing that should be praised because it shows that fromsoft understands difficulty again.
Dude, I don't know who you are or why you're in my feed, but this absolutely deserves a like. Fantastic work gathering this data and best of luck to you in the algorithms.
I really appreciate the work and research that you've put in this video. This clarifies a lot about the changes and helps to understand how the boss works in general. This is especially important since there is much misinformation about the patch by the fans. Great Video!👍👍👍
Wow! This video is amazing, not just for the breakdown of the nerfs but the breakdown of the fight in general! Awesome! Would love to see Messmer’s moveset broken down like this, for fun, too :0 Though I can’t imagine how much work went into this. Cheers!
This is honestly unprecedented. When have we seen such big changes made to bosses before? To be fair these bosses are way more complex than previous ones, but this just leads me to believe either one of these 2 things: This boss just wasn't tested enough, or Fromsoft is now pliable to making changes after the fact. Maybe both. And I'm not saying these changes are bad, it's just strange to see bosses changing so much after release, when we've haven't seen that before.
It makes me think of the Torrent change for the Elden Beast fight. Having used Torrent in that fight recently myself, it's clear he wasn't intended for the current iteration of it - but I wouldn't doubt there was a version with Torrent in mind at some point. The Elden Beast we know may have been an internal compromise, the end result of a lot of different competing design directions. Then the fans complain about Elden Beast's tedious mobility, the "I told you so"s start getting thrown around at the design meetings, and rather than allow old arguments to be dug up again someone makes the call to just turn on the fucking horse and move on. My point is, maybe the apparent willingness to respond to feedback is more a sign of design turbulence within Fromsoft. That even on release, the team wasn't entirely on the same page, and all it took was some vocal feedback to finally get a point across and actuate change.
Have u seen how ridiculous this fight was pre-release? In the pre release version, he had more combos that and some of his current moves had extra stuff to them. They actually nerfed him for the release version. I wish they didn't cut out that 1 move I thought was really cool tho.
@@matthewcummings5067This makes me quite worried, one of the great things about FS games is that they always seem streamlined like everyone’s working on their own thing but for the exact same goal with a shared vision
@@noamias4897 Perhaps there is reason to worry, but I'm not too concerned yet. I think there's a few factors at play here, namely: 1. Miyazaki has come out and said they're not interested in engaging in another project of Elden Ring's scope in the near future. There could be many reasons for this, but I think a safe bet for one of them could be the strain it places on the design team. To say ER was an ambitious project would be an understatement, and even for a team as seasoned as Fromsoft sometimes you just have to try something first before you know how hard it is. If they weren't fully prepared to take on Elden Ring the first time, they'll be better prepared the next. 2. As a team grows and/or more members of the same team are given more responsibility, it's only natural for competing ideas to become stronger. People can learn different lessons from the same experience. In a way, this can manifest as internal turmoil, but it also means team members are challenging each other's ideas and hopefully growing and learning from each other. It doesn't always happen that way, but we can hope that's the direction it's going. I think when all is said and done, Fromsoft still made a great game in Elden Ring, even if there were a few warts on the final product. Mistakes happen, even from the best of us. What's important is how we learn from those mistakes going forward. I have faith they'll work out whatever internal tension there may be. We'll have to wait and see.
I wish this video existed before I spent hours getting annihilated 💀 Massive respect to you for making such an amazing guide! This will help a lot of people conquer Radahn!
This is an fantastic video. I think data represented like this is so interesting, rather than just giving us raw numbers, instead showing the comparisons like this in a way that's easy to follow. Well done!
This is genuinely one of the best mechanical breakdowns of souls boss that I have ever seen on this site. Keep up the good work man 👍 You should make a breakdown on Bayle next. Based on my fights with him, I think his moveset might be even more complex and varied than Radahn
@@JoseViktor4099 I have fought and beaten all of DS3's bosses. I can say with certainty that none of them have anywhere close to the amount of potential combo routes and mix ups that PCR's moveset has (this even includes Pontiff, Gael, and Friede). Just because PCR doesn't react to the player's positioning as much as some other Elden Ring bosses doesn't mean his moveset is in any way simple mechanically
@@jameslough6329James... Do you even remember SoC? It has way more mix Up, attacks follows ups, and phases than even Messmer. You just need to see the routes showcase on the beggining of the video, he is really not that complex. Almost all his combos are fixed and you will have the knowledge of when the combo is going to end just when It starts. Seriously, look Up on the wiki and compare It to Margit or Godrick, he is nothing by comparison.
@@JoseViktor4099 SOC technically has more combo variation overall than Messmer due to the amount of weapons he can cycle between. However, if you pay attention to his actual moveset with each weapon, it is very limited and nowhere near as varied as Messmer or PCR. In regards to PCR, I agree that his combos are fairly limited during the first phase. However, his second phase nearly doubles the amount of potential combo routes he can go down and puts him way above most other bosses when it comes to moveset complexity
Holy shit, the effort you put into this! I love this boss and especially after the nerf he is one of my favorites to fight in the series. Thanks for the in depth analysis!
Amazing work! I really wanted to know what was changed. Honestly, I think the fight feels much better now since there are more things you can use against him, while still being the hardest boss in the game.
@@stprz3189 Sigue siendo el jefe más difícil del juego, pero ahora se entienden mejor sus ataques y la pelea es más dinámica con las nuevas ventanas para atacar. Yo lo maté 5 veces antes de que lo nerfearan y me parece mucho mejor ahora.
@@warcoder entiendo, bueno espero que sea así para los futuros jugadores, es lo que importa, por mi parte lamentablemente ya no lo siento tan agresivo, me voy a visitar a Malenia nuevamente 😅👍
@@stprz3189 no se cual es tu punto, malenia es muchisimo menos agresiva que radahn, por lo menos hasta que llega a su segunda fase, literalmente en su primera fase podes dar vueltas sin atacarla y ella puede estar un buen rato sin atacarte, algo que no podes hacer en ninguna de las fases de radahn
The level of detail you've gone into is amazing! This is a magnificently thorough analysis of DLC Radahn's frame data and combos! I agree with you that the 1-2-cross slash was overly nerfed. The entire purpose for a mix-up attack like that in actual combat is to throw opponents off-guard, and it served that purpose in the boss fight. It also gave genuine directional relevance to the dodge roll, with dodging left being the best way to avoid the technique. The move should be unnerfed to some extent so dodging to the left is still relevant, but the exact positioning before the dodge won't be so precisely demanding. Some other moves also feel awkwardly slow now. The singular cross slash takes too long before Radahn can attack again, since he's clearly regained his footing and balance. The Bloodflame slash used to work as a trap and a smokescreen, akin to how Mohg himself used it once his boss fight ramped up, but now it's too isolated as an attack. The pre-patch start-up to Rock Sling involves Radahn's ground slam slashes that are regularly seen during the battle, so it's not like there's a lack of telegraphing to players, and the swords are now wreathed in gravity magic, so they should have *at least* the same effect, if not greater. However, in light of Patch 1.14, the hitbox has disappeared or otherwise severely shrunk. The move was telegraphed enough as is, so the original hitbox should be returned, or at least something much closer to that original hitbox should be added. Radahn's fight was clearly meant to feel fast and flowing, but some of the nerfs don't gel well with others in regard to that clear intention of the fight. It's still a very fun battle, but some changes feel glaring. Perhaps Phase 1 could have been left alone and Phase 2 could have some frame changes due to the addition of Miquella on Radahn's back and his implied need to try reining in the fragments of Radahn's soul that are opposing him. Also, while I understand some people had platform performance issues, the original appearance of Light of Miquella was *way* better for dramatic effect and I hope a healthy middle ground can be found. Thanks again for this outstanding video!
Great vid, I appreciate how long this must’ve taken you, as other people have also mentioned. Just beat him today took me 150 tries with my intelligence build…can’t imagine doing it pre-nerf
Very detailed guide! That explained why he is way slower now by adding recovery frames on half of his attacks. I agree they should make [Left→Right→X-Slash] faster to dodge with one roll, but I think they don't want to make this move too different by making new animation or use weird speed-up animation. Funny thing is that, I get frame-trapped more often by this attack with rolling frame perfect to "wrong" direction. I am so used to dodge to his right-back side for so long and now my muscle memory just won't change
You gained yourself a new sub, this is really high content that is entertaining and really useful man. I had no idea Radahn was beefed this much I thought it was only his cross slash and that he did less damage
Honestly I was expecting this video to take me like 2 days because I didn't think much stuff had changed either when I first decided to make it, I thought it was just the X-slash combo and the Bloodflame nerf, boy was I wrong lol
I just reached this boss in my first playthrough and he's putting me in the dirt. This video not only shows the nerfs in a well presented matter, but also serves as a useful guide to the boss. Thank you!
@@Omar-mv6miHe is still way harder than Malenia unless you don't know how to dodge waterfowl. But difficulty is subjective and people are free to have their own opinion.
Really great video! especially when you breakdown the attack pattern from neutral state. Pls do more of this for other bosses, it's really interesting to see how Fromsoft design their enemie's movesets
Fantastic video and breakdown of the changes to the boss fight, this was amazingly detailed and I enjoyed the commentary. I'm inclined to disagree with the vitriol about the cross slash change, because while I get it's a bit triviliazed now relative to what it was before, the change was sorely needed because of how restrictive it felt in its timing and positioning for the average player, it was excessively tight and threw a wrench in the flow of the combat much in the same way as Miquella's light pillars did visually in phase 2 before their brightness was adjusted (another very important factor not mentioned in the video). Overall, I am not sure if you would totally agree, but I think this video really exemplifies what a brilliant job they did in "fixing" this boss, or at least augmenting it as a combat experience in terms of mechanical balance and technical flow. I think they didn't test enough before release with Radahn, and it really showed. From being willing to see the backlash, put in the work, and get this confrontation closer to the ideal form they surely wanted it to be as the ultimate closing fight of the game as a whole is very admirable, and I am glady they worked so hard on tweaking and balancing Radahn and Miquella, it's probably up there as one of the best bosses in the game now. That being said, Messmer is probably my favorite boss in the entire game now, perhaps tied with Godfrey from the base game, so I'd love an analysis of his moves in this wonderful format of yours, with the graphs breaking down the permutations of his actions and such. It would be amazing to see many of the main bosses compared in this way, actually! Great content and all the best with your future work!
Thanks for this!! What an excellent showcase. Looking forward to fighting him again in another run and feeling the changes myself. The frame data is one thing, but I'm super pumped that they reworked phase 2 particle effects. Game slowdown and visual overload prevented me from learning that fight. Felt especially bad knowing that From have achieved similar design before (Gael in DS3, with his phase 3 cape clearly communicating roll directions and timings). That they went back and fixed the issue at the visual level makes me very happy.
Really informative stuff. Pre-nerf redahn was tough, sure, but with timing and patience you could get him down (bleed ftw), but seeing how slow he is now..fighting him again in a fresh save just wouldn't feel the same.
This is a really cool video! It's great to see the moveset laid out in a flowchart like that. Especially, because it completely debunks the claims about total randomness of combos some large youtube "cRiTicS" love to spread. I'd love to see more bosses covered like that. I know this serves as a comparison between two versions, but just a showcase of a boss with the flowchart would be cool as well I think. Regarding the infotext in the video I think it's a bit much and too little time to read in the time frame it was on screen, but I get it's just a loaded topic. Just had to pause few times. Keep it up! PS: I'm actually only sad about the nerfed light show :( Miquella literally just asceneded to godhood. I want to SEE and FEEL his divine power!
About the frontflip there are 2 different ones. One where he slams his swords into ground first and one where he does not do that. If he slams his swords into the ground then he can follow up with another one. If he slams his sword into the ground and does not follow up his recovery is faster than when he does follow up or does not slam his swords into the ground.
This is not true - he slams his swords into the ground before jumping regardless of whether or not there is a follow up frontflip. I've just verified this across both versions.
@@bigbart_it is true and i know because i have a lot of hours with him. For exaple ruclips.net/video/3veocwAhu9E/видео.htmlfeature=shared in this vid at 1:39 he does slam it into the ground, at 1:54 he does not slam it into the ground. But now i notice that he does not slam it whenever he runs away. O and this was always like this. I just thought it would be something interesting to comment and cause i never saw anyone mention this.
@@lordcraigdragneel136 in the video you posted he slammed into the ground at both times. The difference is he didn’t do the follow up. Are you trying to ask about the follow up?
@@whos_agent2129 i mean before he jumps. You notice that in the first one he slams it and you can hear him slamming them and see a trail of his swords in the second one you dont hear the slam and dont see a trail. With the second one he can follow up a second one and if he does not follow up his recovery is faster. With the second one he can not follow up a second backflip and the recovery is as long as the second backflip of the first one type, i am pretty sure.
I have to say I’m REALLY happy that there’s more attention being brought to the initial first hit of cross slash. I feel like it’s really not talked about enough at all and even now it still gives me problems when he uses it out of combo enders. This imo if anything should’ve been fixed too. I feel like I’ve honed my reaction time for lots of his other quick attacks (the quick left slash he does is also fast but feels more reactable for whatever reason) but the first hit of cross slash still gets me a lot
Incredibly well done video! I love the patched version, I beat him pre-patch but honestly the fight was kinda miserable before. Now it’s a blast and really enjoyable, definitely improved for the better
I haven't rematched with Radahn since 1.13, but I remember every deep attempt requiring a massive amount of patience with remembering all the moves I couldn't punish. I like when a boss can teach me patience, but not to the point to where he can do 4 different attacks in a row that I couldn't punish. That's what made me dislike moves like his 1-2 cross-slash or his bloodflame slash, because he was always doing something immediately after.
Incredible video. Amazing presentation and info. Overall i think the nerf is good. I'm not a fan of the overhead clone into the slash combo being longer but otherwise i think it's good.
You're absolutely right, I loved it before and I still love it after the nerfs, by far my favourite boss in this game and probably any other souls game too
It took me seventeen hours to beat them pre-nerf. Still hard to believe I did it. Maybe between experience and the nerf, it'll only take me eight the next time I play the DLC! Incredible video by the way. I can't imagine the work that went into this.
God tier video. I knew the dodge timing for the phase 2 meteor light ray explosion had changed but I thought I just sucked and forgot. Do this for every future souls game + patch pls
Constantly getting hit by those light rays after the patch and then gaslighting myself that it's a skill issue only to do the exact same thing again next run is what gave me the idea to do this video. The praise means a lot coming from such a well known and skilled no-hit runner, I'll be sure to do it again next time FromSoft drops a boss nerf without including any details in the patch notes (aka the next time they drop a boss nerf)
While I like the idea behind the cross slash, where you end up using 1 roll to dodge two seperate attacks (which feels really cool to pull off) the timing was just incredibly unforgiving and I felt it was very dependent on your position. It would be a really cool thing to have otherwise. It kinda reminds me of back in ds1, when you midroll, sometimes even if you miss the i-frame timing, the roll itself physically moves you out of the way of the next hit, either in distance traveled or because your character is so low to the ground, whereas the light roll has the character hop so high that it's basically standing, so the only evasion you get is from the i-frames It was a good idea, just excecuted poorly
Really, really excellent video. A higher quality video than most from fans deserve lol. Though I don’t understand the perspective that the double slash is now a waste of time. What is wrong with having a dodgeable move in a fight this complex? Consort has dozens of combos so even just recognizing the move from among the dozens of others he could use still take skill. Of course it’s easy to dodge his move when you confine him to repeating a single move so you can analyze it. I would no hit him if I could do that 😂 Let’s not lose the plot - this is a difficult fight!
I think the bloodflame slash got it the worst here. Before the patch, Radahn started his next attack AS the the explosion occurred. It acted as a smoke screen similar to how it does in mohg's fight and kept you on your toes. Now it's just... there? It doesn't feel like radahn uses it for any practical reason anymore; he just wants to show off or something.
@@tinytooth3172 bloodflame slash honestly didn’t need the extra punish window, I think From just wanted to be generous. While I don’t think the nerfs were too severe that one was a lil superfluous.
Genuinely no clue what fromsoft was thinking with some of these attacks lmao. I love this game but jeez these nerfs were necessary, especially for a fight that isn't optional to finish the dlc.
I might be a masacist for saying this but, I enjoy the thrill pre-patch Radahn more, sure i hated it during the fight, but i could not stop wanting to fight him even after he was dead in my save file, jolly co-operation.
Let's be honest, the only reason they decided to nerf cross slash is because they didn't want to flatten the arena and remove the dogshit hills and trenches that made dodging cross slash completely impossible in some spots due to the height offset. I'd have preferred arena changes to boss changes, but hey who cares it's dodgable now so that's a W regardless. I recently fought Radahn in Placidusax's arena on a 1.13 randomiser and I appreciated the fight on flat ground far more than in the default arena.
The thing thats kiling me is he do the stand attack where light comes out of his blade and then he just do those 4 fake attacks then comes at the 5th time i might have to get good although i cant take any help cause im playing on crack also good video
Let's stay on crack brother XD. Also, having a crack lets us keep the original menace of this boss.
I got pinned ? damn bart can we kiss already
only if you take a hit of that crack pipe first brother
Git gud
roll to the right
19 combos! Hah that's tough!
2:04 OH.. MY.. GOD
Wait until you see the list for Morgott... xD
this is for someone very specific who needs some help right now. I don't have money to offer you, but what I do have is more valuable than gold, It is the gift of knowledge. Look into a life with Christ, and try to understand the living God. He has been calling to you, but you have not listened.
Many are called but few hear, and even fewer answer.
@@jpraise6771 yeah but have you seen Marika's tits?
@@jpraise6771 i like the energy you got man, but christ himself didnt preach to random people, only those who wanted to listen. Dont sour the faith for others in doing so
@mfspectacular Also, Jesus doesn't consider non-followers to be "hateful" or "sinful" either. One doesn't require religion to be virtuous in society.
i knew the nerfs were drastic, but not "every move has 16 extra frames of recovery" drastic. good work, i cant imagine the effort that went into this
It allows for builds that use chagred R2s to be actually viable, before there was seldom opportunity to get one off, now you are able to use them in abundance. It’s nice and I like the change but for some attacks like blood flame slash I feel the excess punish window is unnecessary.
it’s definitely much more fun to fight his second phase. i still enjoy first phase as that part of radahn always felt “fair”.
@@sauce0rii I sad, they make easier, I no enjoy boss like before. :(
@@sauce0rii100% agreed. Still don’t like the second phase, but hey, I have a shield and a poky, poky sword lance. If he’s bullshitting me, I’m bullshitting him.
@@BlacklistedSoup Yeah my main problem was also how Radahn basically made tons of builds completely unusable or you had to wait an actual minute sometimes if you wanted to do something that takes a bit longer.
One of the most in depth guides on the boss I’ve seen. You deserve a lot of recognition for this. Thanks for the hard work.
Thank you, glad you find it useful!
Yooo the move chart overlay is absolutely sicko mode production value
I think the most understated problem with the cross slash is how subtle the startup is. The hitbox comes out on frame 36 which isn't unreasonable, but with how little he telegraphs it you're only going to able to see it on around frame 15-18. This combined with the average human reaction time of 16 frames means that prior to the nerf, you had just BARELY enough time to recognise the attack AND understand you had to deal with it in a very precise way. Very insightful video.
For cross slash I believe the nerf was 100% necessary, it was by far the most complained about move in Radahn’s entire moveset. I do agree that it does feel a bit trivial now, it’s essentially just hit dodge 3 times in quick succession, however I’ll always take that over a move that you would get hit by 90% of the time and mess up the flow of the fight.
I do think there is something to be said about moves that require more in depth technicality but 1.13 cross slash didn’t communicate that properly nor did it execute it well. A frame perfect dodge with proper positioning is a heavy ask for such a frequent and seemingly trivial move. It’s comparable to waterfowl, except waterfowl actually had a giant punish if you weren’t able to dodge it, you’d die, so players would be forced to figure out a way to dodge it. With cross slash you tank a single swipe from Radahn’s sword and lose some HP, most players, including myself, would rather just take the hit then sacrifice the entire flow of the fight. Trying to appropriately dodge cross slash means constantly focusing on when Radahn is going to do it and takes away from focusing on the fight, not only that but you need to constantly position yourself to his right in order to dodge it successfully, again messing up the flow. Waterfowl at least has the decency to give you time in order to reposition and time your dodge, cross slash comes out like any other of Radahn’s attacks yet requires you to do so much more in order to dodge it. I think increasing the dodge window and putting less priority of positioning would be the best fix, I agree a trivial 3 dodge move isn’t the most intuitive boss design, but it should never come down to 1.13 cross slash.
Another note, changes like 15:38 are just overall beneficial to the fight. It reads so much clearer when Radahn takes a small pause before entering his next combo giving time to react. It’s a very slight change but it makes a big difference when you’re given a clear example of whether you should be dodging or not. 1.13’s version having him come right out of the slam combo and attack does nothing other than facilitate dodge rolling by essentially saying “I’m going to instantly switch into different combos to the point where it will be difficult to read and you will have a better chance instinctively dodge rolling rather than actually reacting to the attacks.” This flaw is completely mitigated by having a small pause making it clear when you are and aren’t supposed to be dodging, not only that I’d arguing panic rolling now will be much worse considering you are wasting time rolling while he is preparing an attack.
I’d love to see an in depth analysis on Messmer just for the fun of it, I’d be interested on how his combos work as he is my favorite boss.
While I do generally agree with the left-right-X-slash combo needing a nerf, just to be perfectly clear, dodging it in 1.13 with one roll did NOT require a frame perfect roll. The window was at a minimum 9 frames long assuming that you are in melee range and get the direction of the dodge right. It could even be more, I'm not particularly that good at the game so perhaps with better positioning it was even more than 9 frames, but I do have video footage of successful one roll dodges starting from frame 27 all the way to 35.
@@bigbart_The move also has a pretty fast start up though, so not only do you have to realise and react to the move he’s doing very quickly, you now also have to specifically react within an unreasonably small window to dodge it correctly.
I imagine when testing these moveset changes it was easier to learn this timing as you could trigger that move whenever you wanted, however in practice it’s far more difficult as he can throw the move out randomly making it much harder to react to correctly.
I don’t think near frame perfect dodges can’t work in these games but they shouldn’t be placed on basic moves.
@@g-stroyer3399 As someone who beat Radahn twice pre nerf, I completely agree with you
100% Agreed
@@bigbart_ ah okay, good to know
The presentation and depth of this video is immaculate. The way you broke down the whole combo tree, every single attack, the slow downs, the frame-by-frame, the timings, it’s all so well crafted. Must have taken forever to produce the whole thing. Loved the attention to details and explanations.
my head hurts
definitely one of the most helpful and in-depth guide for fighting radahn i've ever seen, bro needs more views.
People complain about the nerfs, but I think the fight got a lot more fun after the nerfs because it felt more fair. Nobody wants to sit there for half an hour waiting for this dude to finish his combo.
I don't know how to say this but we are fighting against a GOD. It's not supposed to be fair or fun.
@@Riqser i thought it was demigod powering up another demigod
This was sorely needed to clamp down on misinformation related to the nerfs (the same kind of misinformation that STILL gets spread about base game Radahn nerfs). Thank you for making this and putting so much effort into it.
On a related note, have you looked at all into the damage nerfs? This is another place where I can easily see misinfo getting spread unless an objective analysis like this is done.
Also did Miquella's Orbital laser not get a little faster in return for the hitbox getting smaller? Could have sworn I saw that in another comparison video.
Since you're the second person to ask the same thing regarding the orbital laser, I just went back and re-checked my own data and footage - There is no measurable difference the speed of the attack.
Across both versions, sometimes the first damage instance happens on frame 280, most often on frame 281, and very very rarely on frame 282. That's within the margin of error due to the nature of reviewing a 60fps recording of a game that's also capped in 60fps.
I can't confirm for sure whether it's the exact same size (it certainly does look to be the exact same size, you can compare the very first 6 seconds of the video yourself to see that the circles overlap pretty much perfectly), but I can say with relative certainty that the speed of the attack is unchanged. Maybe there's a way to get some kind of number value for the hitbox from the game files or something, but that's beyond my skills I'm afraid
also to answer the question about damage, I was testing damage as well during the start of the production of this video, however, after I had already found 15 different frame data values, I had still not found a single attack with a different damage value, so I decided to abandon that part in order to focus on the frame data instead, since I found it far more interesting anyway. I can say however that at the very least the following attacks still have the same damage, at least in phase 1:
[Right Overhead] -> [Double Sweep -> Ground Slam] and [Stomp->RO->DS->GS]
[Right Overhead] -> [Left-Right Slashes],
[Grabbing Sweep] and [Succ] -> [Grabbing Sweep],
[Succ] -> [Gravity Slam],
[X-Slash] and [Left-Right->X-Slash],
[Bloodflame Slash]
@@bigbart_ I wonder if more of the damage nerfs are in phase 2, that's the speculation I got while replaying and watching footage here and there (purely speculation though).
The radius of the orbital laser in the first 6 seconds actually looks a bit smaller to me, but I'm not 100% confident on that either. Sounds like you already gave a detailed look at the attack speed.
@@36fanis yeah but many people still think that his damage is still nerfed
@@Ron_Jambo_ asking a question isnt misinformation buddy
The editing in this video is absolutely insane. Usually when I see patch notes videos like these (in other games, not just ER), it’s kinda eh with average effort put in. But this is S+ tier editing for explaining changes and patch differences, like actually stunning dude. Keep it up!
There are many amazing analysis videos on these games but I don’t recall anything that in depth while still making it clear to follow for the viewer. Without any exaggeration this is one of the best videos I’ve ever seen on this platform.
Consort Radahn Nerf according to the fanbase: His damage has been gutted, his reaction time is slower than geriatric sloth, his AI freezes half the time, he takes self-damage from every one of his attacks, he only does one combo now before an hour long pause, he automatically loses after Miquella grabs you twice, Light of Miquella heals the player now, Meteor insta-kills Radahn now...
Consort Radahn nerfs in reality:
If they're crying about this nerf, they're gonna lose it when they find out that Radahn was nerfed for the release version of the dlc. Pre-release Radahn was way harder than pre-nerf Radahn. They cut out an entire combo and its variation from the fight and changed up a couple moves. I wish they didn't cut that combo out tho. It was super cool imo.
@@anonisnoone6125 Did you guys even watch the video? These are significant nerfs.
Also you do realize in the initially un nerfed Radahn you’re talking about also was missing attacks that didn’t exist until shortly after the release of the DLC
@@MeeplingMystery They're really not as significant as everyone makes them out to be.
Those people who bashed their heads against him pre-nerf and learned how to deal with him are still able to deal with him and I'm half-convinced that they're only complaining about the nerfs out of some pettiness because newer players won't have to experience that mess of the fight.
The nerfs only really affect people who had trouble with Radahn and if you think for a second that FromSoft just caved in to the complaints about difficulty then try looking for any nerfs Malenia got since the game was released compared to the sea of salt she received for her difficulty.
Consort Radahn clearly wasn't what they wanted him to be post-release.
@@anontheweeb87 as someone who has fought the old version and new version a fair amount now. I kindly disagree. It’s noticeably easier.
@@MeeplingMystery people are really whining about these nerfs like the nerfs were fair and necessary because radahn was actually just artificial difficulty. This is a good thing that should be praised because it shows that fromsoft understands difficulty again.
Good lord the attention to detail is mind boggling. Im gonna have to rewatch to really take it all in.
Bro this is put together so well, the presentation clear and intuitive and the hard data easy to read, amazing job!
Dude, I don't know who you are or why you're in my feed, but this absolutely deserves a like. Fantastic work gathering this data and best of luck to you in the algorithms.
Radahn is a Tekken character with all those strings and combos
his 10hit makes me sick
Your research and editing deserve more recognition. Huge effort and amazing result.
I really appreciate the work and research that you've put in this video. This clarifies a lot about the changes and helps to understand how the boss works in general. This is especially important since there is much misinformation about the patch by the fans. Great Video!👍👍👍
One of the best breakdowns I could have ever expected from a content creator. Thanks for putting all this work in! Very impressive!
The quality of this video is simply amazing. thanks for your work!
This is a very good video man, thanks for showcasing each of the changes!
What a pioneer. Thanks for putting all this work in. We appreciate you!
Amazing work. This felt like a university lection and in all the good ways
Very amazing work ❤ probably the best in depth side by side comparison I've ever seen. Thank you for your efforts 🙏🏻
Love this video!!! Really convenient and good visuals made it very easy to understand
Wow! This video is amazing, not just for the breakdown of the nerfs but the breakdown of the fight in general! Awesome! Would love to see Messmer’s moveset broken down like this, for fun, too :0 Though I can’t imagine how much work went into this. Cheers!
This is honestly unprecedented. When have we seen such big changes made to bosses before? To be fair these bosses are way more complex than previous ones, but this just leads me to believe either one of these 2 things: This boss just wasn't tested enough, or Fromsoft is now pliable to making changes after the fact. Maybe both. And I'm not saying these changes are bad, it's just strange to see bosses changing so much after release, when we've haven't seen that before.
It makes me think of the Torrent change for the Elden Beast fight. Having used Torrent in that fight recently myself, it's clear he wasn't intended for the current iteration of it - but I wouldn't doubt there was a version with Torrent in mind at some point. The Elden Beast we know may have been an internal compromise, the end result of a lot of different competing design directions. Then the fans complain about Elden Beast's tedious mobility, the "I told you so"s start getting thrown around at the design meetings, and rather than allow old arguments to be dug up again someone makes the call to just turn on the fucking horse and move on.
My point is, maybe the apparent willingness to respond to feedback is more a sign of design turbulence within Fromsoft. That even on release, the team wasn't entirely on the same page, and all it took was some vocal feedback to finally get a point across and actuate change.
Have u seen how ridiculous this fight was pre-release? In the pre release version, he had more combos that and some of his current moves had extra stuff to them. They actually nerfed him for the release version. I wish they didn't cut out that 1 move I thought was really cool tho.
@@matthewcummings5067This makes me quite worried, one of the great things about FS games is that they always seem streamlined like everyone’s working on their own thing but for the exact same goal with a shared vision
@@noamias4897 Perhaps there is reason to worry, but I'm not too concerned yet. I think there's a few factors at play here, namely:
1. Miyazaki has come out and said they're not interested in engaging in another project of Elden Ring's scope in the near future. There could be many reasons for this, but I think a safe bet for one of them could be the strain it places on the design team. To say ER was an ambitious project would be an understatement, and even for a team as seasoned as Fromsoft sometimes you just have to try something first before you know how hard it is. If they weren't fully prepared to take on Elden Ring the first time, they'll be better prepared the next.
2. As a team grows and/or more members of the same team are given more responsibility, it's only natural for competing ideas to become stronger. People can learn different lessons from the same experience. In a way, this can manifest as internal turmoil, but it also means team members are challenging each other's ideas and hopefully growing and learning from each other. It doesn't always happen that way, but we can hope that's the direction it's going.
I think when all is said and done, Fromsoft still made a great game in Elden Ring, even if there were a few warts on the final product. Mistakes happen, even from the best of us. What's important is how we learn from those mistakes going forward. I have faith they'll work out whatever internal tension there may be. We'll have to wait and see.
0:14 Not the starcaller succ lol 🤣
All I can say is thank you for spending so much time on this!
This video is incredible. Thanks for all the insane effort you put into it. Hope it reaches more people!
Okay okay! I'm subscribing...jeez
Seriously great video man thanks for all the time you put into this! Also incredible quality of the analysis!
This video is surprisingly high effort and I love it!
Keep up the good work
I wish this video existed before I spent hours getting annihilated 💀
Massive respect to you for making such an amazing guide! This will help a lot of people conquer Radahn!
This is an fantastic video. I think data represented like this is so interesting, rather than just giving us raw numbers, instead showing the comparisons like this in a way that's easy to follow. Well done!
This is genuinely one of the best mechanical breakdowns of souls boss that I have ever seen on this site. Keep up the good work man 👍 You should make a breakdown on Bayle next. Based on my fights with him, I think his moveset might be even more complex and varied than Radahn
Well, PCR is actually a very simple Boss all things considered. He is just one step to be seen as an average DS3 Boss complexity wise.
@@JoseViktor4099 I have fought and beaten all of DS3's bosses. I can say with certainty that none of them have anywhere close to the amount of potential combo routes and mix ups that PCR's moveset has (this even includes Pontiff, Gael, and Friede).
Just because PCR doesn't react to the player's positioning as much as some other Elden Ring bosses doesn't mean his moveset is in any way simple mechanically
@@Ron_Jambo_You are seriously saying this to a DS3 pfp.
@@jameslough6329James... Do you even remember SoC? It has way more mix Up, attacks follows ups, and phases than even Messmer.
You just need to see the routes showcase on the beggining of the video, he is really not that complex.
Almost all his combos are fixed and you will have the knowledge of when the combo is going to end just when It starts.
Seriously, look Up on the wiki and compare It to Margit or Godrick, he is nothing by comparison.
@@JoseViktor4099 SOC technically has more combo variation overall than Messmer due to the amount of weapons he can cycle between. However, if you pay attention to his actual moveset with each weapon, it is very limited and nowhere near as varied as Messmer or PCR.
In regards to PCR, I agree that his combos are fairly limited during the first phase. However, his second phase nearly doubles the amount of potential combo routes he can go down and puts him way above most other bosses when it comes to moveset complexity
This video deserves way more views! Well done!
Holy shit, the effort you put into this!
I love this boss and especially after the nerf he is one of my favorites to fight in the series. Thanks for the in depth analysis!
Amazing work! I really wanted to know what was changed. Honestly, I think the fight feels much better now since there are more things you can use against him, while still being the hardest boss in the game.
Ya no es difícil 😂😂 ahora se siente lento la verdad. Tráeme a Godwyn mejor
@@stprz3189 Sigue siendo el jefe más difícil del juego, pero ahora se entienden mejor sus ataques y la pelea es más dinámica con las nuevas ventanas para atacar. Yo lo maté 5 veces antes de que lo nerfearan y me parece mucho mejor ahora.
@@warcoder entiendo, bueno espero que sea así para los futuros jugadores, es lo que importa, por mi parte lamentablemente ya no lo siento tan agresivo, me voy a visitar a Malenia nuevamente 😅👍
@@stprz3189 no se cual es tu punto, malenia es muchisimo menos agresiva que radahn, por lo menos hasta que llega a su segunda fase, literalmente en su primera fase podes dar vueltas sin atacarla y ella puede estar un buen rato sin atacarte, algo que no podes hacer en ninguna de las fases de radahn
actually invaluable resource of a video. great job dude
it was very interesting to look at such detailed statistics, thanks you for the video🔥
The level of detail you've gone into is amazing! This is a magnificently thorough analysis of DLC Radahn's frame data and combos! I agree with you that the 1-2-cross slash was overly nerfed. The entire purpose for a mix-up attack like that in actual combat is to throw opponents off-guard, and it served that purpose in the boss fight. It also gave genuine directional relevance to the dodge roll, with dodging left being the best way to avoid the technique. The move should be unnerfed to some extent so dodging to the left is still relevant, but the exact positioning before the dodge won't be so precisely demanding.
Some other moves also feel awkwardly slow now. The singular cross slash takes too long before Radahn can attack again, since he's clearly regained his footing and balance. The Bloodflame slash used to work as a trap and a smokescreen, akin to how Mohg himself used it once his boss fight ramped up, but now it's too isolated as an attack.
The pre-patch start-up to Rock Sling involves Radahn's ground slam slashes that are regularly seen during the battle, so it's not like there's a lack of telegraphing to players, and the swords are now wreathed in gravity magic, so they should have *at least* the same effect, if not greater. However, in light of Patch 1.14, the hitbox has disappeared or otherwise severely shrunk. The move was telegraphed enough as is, so the original hitbox should be returned, or at least something much closer to that original hitbox should be added.
Radahn's fight was clearly meant to feel fast and flowing, but some of the nerfs don't gel well with others in regard to that clear intention of the fight. It's still a very fun battle, but some changes feel glaring. Perhaps Phase 1 could have been left alone and Phase 2 could have some frame changes due to the addition of Miquella on Radahn's back and his implied need to try reining in the fragments of Radahn's soul that are opposing him. Also, while I understand some people had platform performance issues, the original appearance of Light of Miquella was *way* better for dramatic effect and I hope a healthy middle ground can be found.
Thanks again for this outstanding video!
Great vid, I appreciate how long this must’ve taken you, as other people have also mentioned. Just beat him today took me 150 tries with my intelligence build…can’t imagine doing it pre-nerf
The most helpful radahn video I’ve seen. Much appreciated
Crazy work, good use of scientific process. We need more gifted people like you who are passionate about these games
This is the best comparative video of Radahn nerf vs Pre nerf I've seen
i've beaten radahn a long time ago but i still watched this video purely due to the quality of the explanation.
Very detailed guide! That explained why he is way slower now by adding recovery frames on half of his attacks.
I agree they should make [Left→Right→X-Slash] faster to dodge with one roll, but I think they don't want to make this move too different by making new animation or use weird speed-up animation.
Funny thing is that, I get frame-trapped more often by this attack with rolling frame perfect to "wrong" direction.
I am so used to dodge to his right-back side for so long and now my muscle memory just won't change
You gained yourself a new sub, this is really high content that is entertaining and really useful man. I had no idea Radahn was beefed this much I thought it was only his cross slash and that he did less damage
Honestly I was expecting this video to take me like 2 days because I didn't think much stuff had changed either when I first decided to make it, I thought it was just the X-slash combo and the Bloodflame nerf, boy was I wrong lol
the amount of effort, editing and grounding of technicalities put into this video was insane, you deserve more
This video is incredibly well presented, well done!
This is pure gold. The lecture of the Game.
I just reached this boss in my first playthrough and he's putting me in the dirt. This video not only shows the nerfs in a well presented matter, but also serves as a useful guide to the boss. Thank you!
Insane amount of technical details and graphical aid, truly a masterclass Boss breakdown.
Thank GOD, I needed to see the Starcaller Succ one more time
Great work, so much care and details.
Before he definitely was THE hardest boss
Now I don’t know, him and Malenia feel on the same level
This definitely made him easier than malenia
@@Omar-mv6miHe is still way harder than Malenia unless you don't know how to dodge waterfowl. But difficulty is subjective and people are free to have their own opinion.
Really great video! especially when you breakdown the attack pattern from neutral state. Pls do more of this for other bosses, it's really interesting to see how Fromsoft design their enemie's movesets
Fantastic video and breakdown of the changes to the boss fight, this was amazingly detailed and I enjoyed the commentary. I'm inclined to disagree with the vitriol about the cross slash change, because while I get it's a bit triviliazed now relative to what it was before, the change was sorely needed because of how restrictive it felt in its timing and positioning for the average player, it was excessively tight and threw a wrench in the flow of the combat much in the same way as Miquella's light pillars did visually in phase 2 before their brightness was adjusted (another very important factor not mentioned in the video).
Overall, I am not sure if you would totally agree, but I think this video really exemplifies what a brilliant job they did in "fixing" this boss, or at least augmenting it as a combat experience in terms of mechanical balance and technical flow. I think they didn't test enough before release with Radahn, and it really showed. From being willing to see the backlash, put in the work, and get this confrontation closer to the ideal form they surely wanted it to be as the ultimate closing fight of the game as a whole is very admirable, and I am glady they worked so hard on tweaking and balancing Radahn and Miquella, it's probably up there as one of the best bosses in the game now.
That being said, Messmer is probably my favorite boss in the entire game now, perhaps tied with Godfrey from the base game, so I'd love an analysis of his moves in this wonderful format of yours, with the graphs breaking down the permutations of his actions and such. It would be amazing to see many of the main bosses compared in this way, actually! Great content and all the best with your future work!
Really good work bro, keep this up, very good video
Thanks for this!! What an excellent showcase. Looking forward to fighting him again in another run and feeling the changes myself.
The frame data is one thing, but I'm super pumped that they reworked phase 2 particle effects. Game slowdown and visual overload prevented me from learning that fight. Felt especially bad knowing that From have achieved similar design before (Gael in DS3, with his phase 3 cape clearly communicating roll directions and timings). That they went back and fixed the issue at the visual level makes me very happy.
Really informative stuff. Pre-nerf redahn was tough, sure, but with timing and patience you could get him down (bleed ftw), but seeing how slow he is now..fighting him again in a fresh save just wouldn't feel the same.
This is a really cool video! It's great to see the moveset laid out in a flowchart like that. Especially, because it completely debunks the claims about total randomness of combos some large youtube "cRiTicS" love to spread.
I'd love to see more bosses covered like that. I know this serves as a comparison between two versions, but just a showcase of a boss with the flowchart would be cool as well I think.
Regarding the infotext in the video I think it's a bit much and too little time to read in the time frame it was on screen, but I get it's just a loaded topic. Just had to pause few times.
Keep it up!
PS: I'm actually only sad about the nerfed light show :( Miquella literally just asceneded to godhood. I want to SEE and FEEL his divine power!
This video is amazing. Great job!
I love the Souls community for stuff like this. You cooked bro 👌
Why cant my physics professor make his videos as engaging and educating as this 🥲
Extremely valuable content. Thank you.
About the frontflip there are 2 different ones. One where he slams his swords into ground first and one where he does not do that. If he slams his swords into the ground then he can follow up with another one. If he slams his sword into the ground and does not follow up his recovery is faster than when he does follow up or does not slam his swords into the ground.
This is not true - he slams his swords into the ground before jumping regardless of whether or not there is a follow up frontflip. I've just verified this across both versions.
@@bigbart_it is true and i know because i have a lot of hours with him. For exaple ruclips.net/video/3veocwAhu9E/видео.htmlfeature=shared in this vid at 1:39 he does slam it into the ground, at 1:54 he does not slam it into the ground. But now i notice that he does not slam it whenever he runs away. O and this was always like this. I just thought it would be something interesting to comment and cause i never saw anyone mention this.
NOOOO WAAAAAY I never noticed this! Such a subtle cue thats so cool! Thank you for mentioning this!
@@lordcraigdragneel136 in the video you posted he slammed into the ground at both times.
The difference is he didn’t do the follow up. Are you trying to ask about the follow up?
@@whos_agent2129 i mean before he jumps. You notice that in the first one he slams it and you can hear him slamming them and see a trail of his swords in the second one you dont hear the slam and dont see a trail. With the second one he can follow up a second one and if he does not follow up his recovery is faster. With the second one he can not follow up a second backflip and the recovery is as long as the second backflip of the first one type, i am pretty sure.
Very informative yet simple to understand video,must of taken hours of work so thank you for that
What an excellent well done video!
I have to say I’m REALLY happy that there’s more attention being brought to the initial first hit of cross slash. I feel like it’s really not talked about enough at all and even now it still gives me problems when he uses it out of combo enders. This imo if anything should’ve been fixed too. I feel like I’ve honed my reaction time for lots of his other quick attacks (the quick left slash he does is also fast but feels more reactable for whatever reason) but the first hit of cross slash still gets me a lot
Incredibly well done video! I love the patched version, I beat him pre-patch but honestly the fight was kinda miserable before. Now it’s a blast and really enjoyable, definitely improved for the better
I haven't rematched with Radahn since 1.13, but I remember every deep attempt requiring a massive amount of patience with remembering all the moves I couldn't punish. I like when a boss can teach me patience, but not to the point to where he can do 4 different attacks in a row that I couldn't punish. That's what made me dislike moves like his 1-2 cross-slash or his bloodflame slash, because he was always doing something immediately after.
What a impressive work!! Was really interesting to watch (did beat Radyhboy pre-patch ♥)
Mate this is high quality content
So now flexers must add that they beat prime radahn before nerf.
Impressive work. Man, I'm so glad Ive beaten the Chadahn pre-nerfs
Incredible video. Amazing presentation and info. Overall i think the nerf is good. I'm not a fan of the overhead clone into the slash combo being longer but otherwise i think it's good.
You must’ve loved this fight to go into such depth, love this
You're absolutely right, I loved it before and I still love it after the nerfs, by far my favourite boss in this game and probably any other souls game too
Bro really called the lions claw "frontflip" 😂
This is so cool. It really makes me appreciate how insane it was that I defeated him. Thank you!
It took me seventeen hours to beat them pre-nerf. Still hard to believe I did it. Maybe between experience and the nerf, it'll only take me eight the next time I play the DLC!
Incredible video by the way. I can't imagine the work that went into this.
God tier video. I knew the dodge timing for the phase 2 meteor light ray explosion had changed but I thought I just sucked and forgot. Do this for every future souls game + patch pls
Constantly getting hit by those light rays after the patch and then gaslighting myself that it's a skill issue only to do the exact same thing again next run is what gave me the idea to do this video. The praise means a lot coming from such a well known and skilled no-hit runner, I'll be sure to do it again next time FromSoft drops a boss nerf without including any details in the patch notes (aka the next time they drop a boss nerf)
A great research indeed. My regards, man
doin gods work with this video! I salute you
absolutely fantastic video
Bro, i really don't know the effort put in this video, but this video is fucking AMAZING
While I like the idea behind the cross slash, where you end up using 1 roll to dodge two seperate attacks (which feels really cool to pull off) the timing was just incredibly unforgiving and I felt it was very dependent on your position. It would be a really cool thing to have otherwise.
It kinda reminds me of back in ds1, when you midroll, sometimes even if you miss the i-frame timing, the roll itself physically moves you out of the way of the next hit, either in distance traveled or because your character is so low to the ground, whereas the light roll has the character hop so high that it's basically standing, so the only evasion you get is from the i-frames
It was a good idea, just excecuted poorly
Really, really excellent video. A higher quality video than most from fans deserve lol. Though I don’t understand the perspective that the double slash is now a waste of time. What is wrong with having a dodgeable move in a fight this complex? Consort has dozens of combos so even just recognizing the move from among the dozens of others he could use still take skill. Of course it’s easy to dodge his move when you confine him to repeating a single move so you can analyze it. I would no hit him if I could do that 😂 Let’s not lose the plot - this is a difficult fight!
Great video. Really insightful
Miyazaki after making all the attacks a few frames slower so that the people who were used to his moveset get owned anyway 😈
I think the bloodflame slash got it the worst here.
Before the patch, Radahn started his next attack AS the the explosion occurred. It acted as a smoke screen similar to how it does in mohg's fight and kept you on your toes.
Now it's just... there? It doesn't feel like radahn uses it for any practical reason anymore; he just wants to show off or something.
@@tinytooth3172 bloodflame slash honestly didn’t need the extra punish window, I think From just wanted to be generous. While I don’t think the nerfs were too severe that one was a lil superfluous.
Yes indeed, now after each roll I have to stand and wait for seconds long!
@@Aleksandr_Skrjabinattack bro lmao
its for optimization. a red explosion, yellow pillars, many bones moved, a whole physic system on a part. it’s part of the reason on why people lagged
@@A-Rune-bear No need to trip over this,
The move chart overlay is insane! I was hoping to see ALL the moves of Radahn with the chart. But they are still great works🎉
I'm currently working on a video that contains exactly that
Genuinely no clue what fromsoft was thinking with some of these attacks lmao. I love this game but jeez these nerfs were necessary, especially for a fight that isn't optional to finish the dlc.
I died when you started roasting the nerfed cross slash😭
I might be a masacist for saying this but, I enjoy the thrill pre-patch Radahn more, sure i hated it during the fight, but i could not stop wanting to fight him even after he was dead in my save file, jolly co-operation.
"I beat pre-patch Radahn"
Im so glad I beat consort Radahn in the 1.0 build, makes me feel accomplished
Let's be honest, the only reason they decided to nerf cross slash is because they didn't want to flatten the arena and remove the dogshit hills and trenches that made dodging cross slash completely impossible in some spots due to the height offset. I'd have preferred arena changes to boss changes, but hey who cares it's dodgable now so that's a W regardless.
I recently fought Radahn in Placidusax's arena on a 1.13 randomiser and I appreciated the fight on flat ground far more than in the default arena.
Aint no way you have this little subs, bro Get this Man to 100k MINIMUM pronto