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I use a controller config (it works on xbox controllers too) to separate dodge and sprint, which also slightly reduces the input delay for dodge as a result. It does help a bit.
https://steamcommunity.com/sharedfiles/filedetails/?id=2774153746
control, no dodge delay, no force target lock, better netcode....
and i played both games. i like both games. that doesn't mean im forbidden to criticize the bad things in the game
in MH you could move camera while look around to see your surrounding while your character aiming at the monster
not just kbm, console control also have dodge delay
https://youtu.be/ZqDNL4ryx7A
https://youtu.be/KL3t_3pWKY0
https://youtu.be/nwEwmoe2kfo
Edit: I just realized that what they meant with the forced lock is that when you lock on to an enemy all of your actions are centered around that enemy, MH doesn't have this, locking on only centers the camera all of your moves are still independent of the enemy.
I've recently completed a Rune Level 1 playthrough, so I've got some decent knowledge attack and dodging timings in this game.
The main issue with Dodge on Release, is that there is a small, but noticable, delay. For most attacks this isn't too much of a problem as you just learn to dodge early. However, there are a small handful of attacks/combo followups that come out so quick they are functionally undodgable on reaction because of the small delay. You can press the button when you see the move, but that tiny delay created by having to release the button means you get hit.
This wasn't so much of a problem in the older games as they were slower, pretty much everything could be dodged on reaction even with the delay. Since DS3, the pace of the combat has gotten faster in these games. Attacks are much faster, more aggressive, with multi-hit combos. The games are just a lot less forgiving with their timings and the small delay from Dodge on Release becomes a lot more noticable.