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I'm starting to get her timings down now, and I think I've figured out what feels off; some of her attacks are "lazy", and she has a real speed mix up. Some attacks come out slow, some come out fast. I think every other boss in the game has had consistent attack speeds (mostly fast). Eigong seems like the only one that actually varies her attack speeds within a single combo. She also has a lot of combos and can mix them up; sometimes she does the triple stab after some other swings, sometimes she does it on its own, and repeats the triple stab! Sometimes it's a double stab, not a triple stab! Crazy.
1: Has anyone been able to parry the move where she jumps in the air, comes down with a red attack, then follows it up with the triple delayed slash? I'm not talking about where she telegraphs it, then goes into the air and charges a big red bomb, I mean the quick drop with a red slash. I always dodge that one because I feel like there's just not enough time to charge an Unbounded Counter to parry it. Am I wrong? Are my reflexes just bad? Or do you really only have time to dodge that one?
2: In the second phase, I assume it's possible to use Unbounded Counter to parry her giant red sword slash waves? Or do you just have to dodge through them? I've only faced them 2 - 3 times, but the last time I did, I tried to Unbounded Counter and it didn't work. I think I was just late on my timing, but I want to be sure that it's actually possible to parry them and I'm not just wasting my own time trying.
Dodge the 2 red flames and parry the 2 white slashes, or if you can time it very well just go back and forth around her (if timed well she'll send her waves in the opposite direction)
You can parry this red attack, just dont double jump so you wont have problems in charging parry.
You can parry all her attacks in 1st and 2nd phase
OP I'll be honest I feel the exact same way. Almost like they lowered the parrying window for this fight only, which feels weird? I ended up getting used to it but it felt odd at first. My only other main gripe is the grab attack that you can jump-counter. I have screenshots of me being about 6 feet behind the boss after I dodge, then being 1-frame teleported back into her hands. Feels oddly unpolished for the final boss.
Aside from those two things though the boss ended up being pretty fun
The slam-bomb is worse, forcing you to take a bit of chip damage just to counter talisman, I feel like both the bomb or at least just the fire should have 10% less AoE, I feel like it's bad design to punish a perfect dodge.