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I think this fight is all about memorization and timing, and its meant to be difficult. I finished this, but on an easier difficulty and got hurt ofc since the tongue attack mid attack animation is basically impossible to avoid. The only way I could beat it is by attacking once and then reacting, or reacting then attacking only once. But that is not my style. I like to brute force it and do it as fast as possible within my skill limits. Hence using all my stims as well.
Personally would prefer to be able to dodge or block mid attack animation. I think it would allow for more control but also make the difficulty make more sense while the game feeling fluid. Having to resort to these tactics of kiting is mostly due to how we are stuck in our attack animations.
The only way to avoid that long lunge attack is to jump. It's literally impossible to avoid it any other way. Trust me, I just spent 3 hours on this fight and still didn't get it. As for memorization, the enemies have a tell that shows what attack is coming but beyond that, their attacks patterns are random. The problem I'm having is they get into this kind of sync where I can't exploit any openings at all, not even one swing. One will attack, I avoid/parry it but then the other one just immediately hits me with a power attack. I'm also probably trying to beat it too early in the game but still, it's less of a "hard" fight and more of a get lucky and pray that the RNG gods aren't on some ♥♥♥♥♥♥♥♥. I HATED fighting the big monsters in the first game and I hate it in this one too. The lock on camera is so ♥♥♥♥♥♥♥ clunky, it gets me killed far more than it actually helps me land hits. I don't mind a hard fight I prefer it actually but Fractured History is just some straight up ♥♥♥♥♥♥♥♥.
The funny thing about Dual Sabers specifically is that nearly all of the attacks have recovery cancel windows during which you can dodge, jump, or parry. This is called "Cancelling" and is very, very useful in these encounters in particular.
And ye, jumping to dodge long lunge attack is not only working, but makes this attack as one of the easiest to dodge.
The hardest thing during this ♥♥♥♥♥♥♥ memories was how small arena is and how MC struggles every time he dodges near arena borders. Collision there is sux as ♥♥♥♥, very hard to kite those overfast enemies normally.
Ah, and don't know if this will work on them, but fully upgraded force slam (ctrl+hold space) might help alot. Very OP.
It's not cheesing, it's intentional and part of the game, but many of us have got it locked into memory that a dedicated dodge/frame avoiding button is all we should be pressing alongside a block.