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Also ♥♥♥♥ Dojo Okubo, utter cancer.
In midnight difficulty you fight enemies in random parts of the map, that also becomes a part of the problem since you can't memorize the battlefield like you do in Sekiro for example. Elevation, and your surroundings can effect your perception and parry, and most importantly they tend to break camera which is crucial to being able to detect what your opponent is doing.
Not gonna lie, game feels like an indie game on the technical side.
It's not about Sekiro being a masterpiece. It's about souls having ways to trivialize certain aspects of the game, but the number of those ways can vary greatly and Sekiro has noticeably fewer of them.
RotR has more of them than Sekiro, but the player is still not freed from the core mechanics of the game, which in itself is not a flaw.
After doesn't mean in consequence. Enemies in RotR are very aggressive, whether you heal or not. Maybe it's just my personal way of playing, but I haven't encountered what you're describing.
I.e., if you go ranged, enemies either get close or do a ranged attack. Most bosses have a clear pattern of behavior that takes distance into account rather than anything else.
So what are we talking about? Can you attach a video?
ER creates a similar situation because it doesn't allow you to act reactively due to the counter-intuitive, delayed pattern of a series of attacks, due to insane dodge timings (like with Waterfowl Dance), etc.
The point is not parrying per se, but memorizing patterns.
They do similar stuff on 1on1 too, for example the moment you hold the button(for a charge martial art) they immediately go for an unblockable grab.
No, the point is, this becoming an issue or not.
It's not as big of an issue in ER because dodge gives iframes and leaves more room for error. You can also block most attacks.
Parrying is never the only option, it is just one option and you have better alternatives.
https://www.youtube.com/watch?v=GfTy-qV_Y1k
It's about the same with charged MAs.
https://www.youtube.com/watch?v=c0_Yb9F82G4
There really isn't much “bad” input reading in this game. What it may look like is the result of aggressive enemies and probably poor choice of windows for healing, charged MAs, etc.
Generally, here you can block most attacks and dodge a series of attacks with single roll.
But I'm not saying ER is about parrying or RotR is about rolling. It's just that in both cases, if you don't go into cheese territory, you need to memorize attack patterns, though not for the exact same reasons.
So basically what you’re saying is…..skill issue
Especially when you press your attacks and corner an enemy or a boss and they go "haha here comes japanese game ♥♥♥♥♥♥♥♥ :)" or my favorite "haha red flash, dont counter fast :)"
♥♥♥♥ off with the "Repeat the same boss many times until you get the pattern" crap in hack and slashers. What is this, a mmorpg now?
Also charge attack reading usually happens in 1v1 when the opponent isn't deflected immediately. They usually give you a second or two window when you deflect em so even if they read the input they might not be able to immediately go for a red, or a chain of attacks with hyper armor.
Anyway this is obviously all anecdotal but I have around 80 hours of gameplay and input reading was prominent enough for me to notice and become a nuisance.
Again it's pointless back and forth at this point. Deflection is a more precise mechanic and near impossible to time on instinct, panic rolling works in ER for the most part save for Malenia's waterfowl dance or a few other attacks.
When you consider other things like stances(I mean yours) then variables that throw off your muscle memory increase dramatically.
I don't think two games are comparable(unless you dumb down it to a very basic level which in turn loses it's meaning) and I rest my case.
Overall, combat in this game is amazing, easily the best open-world combat in any game I've ever seen. For soulslikes in general, it is just slightly edged out by Nioh 2, but mostly due to the inclusion of yokai making it a bit more varied. I would probably rank its combat above Lies of P, which is otherwise my 2nd favourite soulslike of all time.
I would say that my only real gripe with the combat system in RotR is the HUD giving you very little information regarding your currently chosen combat style. The name of the style just flashes briefly in the bottom right corner of the screen, far away from your field of vision, and unless you're an absolute master of recognising each specific stance on sight, you have to do like me and just try out a martial art and see which one comes out in order to figure out which set you're using. For a game with such an unbelievably high variety of weapons, styles and martial art attacks, this is horrifyingly bad design, in my view, and could be fixed fairly easily.
I envision each style having its own unique icon with its own colouration, possibly based on whether it is defensive, offensive or balanced. Swapping to a new style should display this icon above your HP and ki bars, along with 1-3 more icons depicting the martial arts available to use. If done right, this would make it far easier for me to strategise around using the right martial arts at the right time instead of just mashing buttons and hoping the attack coming out isn't trash.
I also don't particularly like the entire "match style to enemy weapon" thing. I'm not sure how much of an advantage or disadvantage matching the style actually is, but I feel that it is pretty formulaic in the sense that I find myself just pressing F until I see blue arrows and then proceeding with the fight. This is made worse by the lack of a clear indicator of what martial arts you have available for your chosen style.
Other than that, completely badass swordfighting simulator, 8/10 easily, GOTY 2025 so far.
Just for the record, Sekiro has 12 frames for parrying but doesn't let you parry out of a basic attack. Ronin's parry frames vary by style but every style has 9 frames minimum. The ones with the most active frames are Tatsumi Ryu at 27(?) and Mugai Ryu at 26.
2. Red attacks have both a visual and an audible indicator when they're coming. Listen for the "whoosh" sound effect and counterspark right at the end of that sound. You'll hit like 80% of your countersparks that way.
3. Block is your friend. Different weapons have different ki drain concerning block. Heavy weapons like Polearm, Greatsword and Odachi drain the least. Start blocking combos and only counterspark when you know you can reasonably react to it. If you miss a counterspark and get hit, you can hold the block button and it will block the next incoming attack if you have the ki for it.
4. Camera does suck sometimes can't even deny that. What you can do to mitigate it is position your character better. If you're in a situation where your camera is starting to mess up, get away and reset. Playing without lock on is actually better for multiple enemies as well, much like it is for any souls game. Already mentioned, but the sound effect can help with off screen red attacks too.
5. I don't know what you mean by missing with attacks. This seems like a mashing parry issue? Probably using Niten Ichi Ryu's counterspark. This can again be solved by blocking. The hitboxes and hurtboxes are very tight, and dual katanas are considered the highest DPS weapon in the game and has practically endless combos when you play it right.
6. You have a lot of time to walk up to the opponent and hit the triangle button. I only miss when I'm mashing or fighting in a really bad position so I can assume you're doing the same.
Thing about Ronin's combat is a lot of people's issues with it come from approaching it like a standard Soulslike game much like how years ago people approached Nioh the same way and wrote it off as garbage because they weren't good at it. The game is very nice to you in many ways but will not be afraid to tell you that you're bad at the combat. Funny enough I can't go back to other soulslike games easily because they're so slow compared to Ronin.
Minor correction
Mugai is not a 26f style, the frame data they did on PlayStation was incorrect
It’s a dual window like Niten, so there’s two swipes that have their own frame length for the counterspark, and you can delay the second by holding the button. So if you’re a heavy presser you might inadvertently be increasing the vulnerability spot between the windows
When the doorbell rings in a porno and it's the washing machine repair man, he is not there to give you a helpful tutorial on home appliance maintenance.
My only advice for this problem is don't push your enemy to corners with wall especially when you got upper hand and too excited to pile on them. because honestly in this game corner with walls is your enemy because they'll screw you camera when you/enemy moves and put you in bad pov where you can't see enemy attack