Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
This is not true at all, and just because you say something is true does not make it so. If your not bothered to learn a games systems why even play the game?
I'll explain it one more time. Not talking about mistiming the parry and getting hit, that would be insane. You go for the parry, and the enemy just misses you. The parry doesn't trigger, you waste your ki, and then get hit by the NEXT attack, while stuck there.
Its all rhythm. If you are thrown off off your parry ONE time it throws off your entire rythm. its like when you play a rythm game and you miss one beat, whichs leads you to miss 2-3 beats after that.
some people can adjust to pressure instantly and some need to take a breather by blocking a big before they go back to parrying.
This happens to me sometimes where I will try to parry an anamies full attack string, but I mistime the first hit and then its all down hill until pull myself together and lay off of the parrying for a few attacks lol.
I believe many people mis understand the active frames of the counterspark. The parry frames are NOT the entire animation of the counterspark. The parry is literally the start up of every counterspark, so when you are parrying attacks ignore the long anumation and just understand that its AS the attack is about to hit you is when you need to push the button.
I believe the design intent was for the counterspark to be a dual use move. If you time it as an attack hits its a parry, but if you also want to integrate it in your combos you can, as well as canceling its ending animation with a blade flash.
I;m no where near the best player but form my testing the parry frames are ONLY the start-up of the counterspark, and the rest of the animation IS intended to be an attack. If any of that makes sense to people lol.
The parry frames start right with the animation, but last for very few frames. Feels less than 6 to me. There are a couple of things you can keep in mind. One, the parry has a slight delay, so it can feel as you are timing it perfectly, while getting hit. The second is that sometimes you are getting hit by different parts of the enemy's weapon, depending on the distance. This usually happens with longer weapons. Take that sumo boss with the club. If you are right next to him, the swings hit you with the hilt and need to parry earlier, while further away you will be getting hit by the end of the weapon and need to parry later. Swings with spears have that too.
The parry window varies based on difficulty mode: Dawn is about 0.2, Dusk is 0.15, Twilight is 0.1. the higher the difficulty the more you have to wait for the attack to hit you.
The parry is enabled as soon as you press the input, but there could be input delay if you're playing over Bluetooth and using a controller (controllers have 0.1s input delay compared to keyboards, Bluetooth may add a bit extra).
Sekiro have massive I-Frames and every attack works the same.
In RotR you have less I-Frames and every attack is different.
Sekiro is more for casual and mass appeal. I hate when people think that "easier" = "better", somehow.
I know exactly what your talking about you just don't want to admit player error over the game itself. This is not Sekiro where you can just stand in one place and all enemy attacks are suctioned to the player character where every attack can be parried at any time. Your spacing as well as the enemies spacing play a role in if your attacks will not them OR their attacks will hit you.
If you are having this happen a lot then you are trying to parry an attack that is too far out of reach of the parry hitbox (remember the parry is at the START of the counterspark not through the entire counterspark attack animation) and I bet if you were closer to the enemy when their attack string started every attack would be close enough for you to parry them.
Its like fighting games where the player has to pay attention to their enemies position, because that will dictate they are at an optimal distance to parry, dodge, block, gun shot, or whatever other option you can think of.
Maybe these concepts are easier for me to understand because I use to play A LOT of 1v1 fighting games, and some people are not use to need to put so much attention on the small details in an action RPG.
Put the game on Dawn difficulty: the combat is exactly the same, it just doesn't take 10 minutes repeating the exact same thing to defeat enemies.
Even if enemies defend more and are more aggressive, the core combat loop doesn't change; the enemy combos do not change, and your ability to counter is still about pressing 1 button when the enemy prompts you to. How is anyone finding this hard? It's just time consuming learning the rythms.
That's how nature works. No one likes putting effort, much less for fun.
Maybe I do just need to block more, though. I made a similar mistake in Nioh, where I was so conditioned by Dark Souls that I tried to dodge everything, even though the dodge in Nioh doesn't have nearly as many I-frames and the block is actually your best bet for defense in most situations. I feel I may be in a similar boat here, where I'm so conditioned to just try and parry everything when it's wiser to just block in many situations.
100% This is the key to learning this game (game does a bad job at portraying this style of play). I also know how you feel because I first tried to parry every attack like other games and realized real quick that is not how the game wants to you learn the parry system at least not at the start.
Of course at this point there are certain enemies I can perfect parry every attack with ease, but at first I had to condition myself to STOP mashing counterspark after every attack and instead using block to gauge when I should be parrying the enemy.
Now everytime I run into a new boss or enemy I am BLOCKING first to see their patterns and then I'm adapting my playstyle to parry at the right times.
RotR have usually 9 frames with the katana.(but every weapon and moveset have actually different frames) 11 if you use the amulet (but is only on NG+)
And red attacks have smaller windows on top of that.
And on top of that, RotR have also a vulnerable period if you fail the counterspark. Specifically because too many people used to just spam L1 on Sekiro.