Clair Obscur: Expedition 33

Clair Obscur: Expedition 33

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is there any logic to the parry/dodge timing?
or is it like a unique hardcoded time for each attack that you have to find (by trial and error) and memorize? and is that hardcoded time relative to when the attack registers and the damage UI (bar + numbers) show? there isn't any actual hitbox system right, so it's not like "when the attack hits you" is a reliable way to figure out the timing?
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Showing 1-15 of 17 comments
zero May 16 @ 6:00pm 
i mean the rule of thumb of "just before it hit" will basically answer it for every encounter.

that can be a bit hard to follow for the slow-motion attacks perhaps, such as gradients, but they also appear to be far more liberal with their timing then just a regular parry.
For the most part each attack has a unique sound. Going off of the sound usually is what gets me the parry while going of of the visuals gets me smacked. I measure by is it when sound starts or is it when sound ends. This first clicked for me when going against the Sakapatates as their explosion attack got me every time I tried to watch for it but once I listened for it never got blown up again.

This can fail you when certain sounds compete with the sound the attack is making. Stalacts can sometimes be difficult to hear for example.
Originally posted by thorin.hannahs:
For the most part each attack has a unique sound. Going off of the sound usually is what gets me the parry while going of of the visuals gets me smacked. I measure by is it when sound starts or is it when sound ends. This first clicked for me when going against the Sakapatates as their explosion attack got me every time I tried to watch for it but once I listened for it never got blown up again.

This can fail you when certain sounds compete with the sound the attack is making. Stalacts can sometimes be difficult to hear for example.
I do not parry by sound. All visual.
Last edited by Ancalagon; May 16 @ 6:18pm
Originally posted by Ancalagon:
Originally posted by thorin.hannahs:
For the most part each attack has a unique sound. Going off of the sound usually is what gets me the parry while going of of the visuals gets me smacked. I measure by is it when sound starts or is it when sound ends. This first clicked for me when going against the Sakapatates as their explosion attack got me every time I tried to watch for it but once I listened for it never got blown up again.

This can fail you when certain sounds compete with the sound the attack is making. Stalacts can sometimes be difficult to hear for example.
I do not parry by sound.
Alright.
I am just stuck at the Chromatic Ramasseur in Visages. A boss you can only defeat by parrying. He does 4 times or 6 times Combos, or a one Shot Mechanic which kills you instantly. Trying to get a feeling for the parry there for like 30 Minutes just to get the realization I am either too old for this, or the timing just is off because i go for Audio cues, or you have to parry right before he hits you (hey I can NOT look into the future) and I have to realize the system is total BS. I am shortly before uninstalling the game I am so mad rn.

Oh, and before you ask, yes, I did the boss "Grosse Tete" where you have to get up to his 24 hit combo and parry this, and I beat him. This one was easy, because you do not have to hit EVERY SINGLE PARRY and can get healed by the correct Lumas. But Chromatic Ramasseur is just *i am out of words rn*
Last edited by -=Martin=-; May 16 @ 6:25pm
Originally posted by -=Martin=-:
I am just stuck at the Chromatic Ramasseur in Visages. A boss you can only defeat by parrying. He does 4 times or 6 times Combos, or a one Shot Mechanic which kills you instantly. Trying to get a feeling for the parry there for like 30 Minutes just to get the realization I am either too old for this, or the timing just is off because i go for Audio cues, or you have to parry right before he hits you (hey I can NOT look into the future) and I have to realize the system is total BS. I am shortly before uninstalling the game I am so mad rn.
Use dodge to learn the timing.
Its a combination of reading the movements and listening to cues.

I found it very intuitive (Just got simon that bastard). Challenge mostly lies in the very tight timeframe the normal/extreme difficulty allows you for parries which makes first time 100% success unlikely but thats just part of the learning process.
Last edited by orcbuster; May 16 @ 6:28pm
there is the audio queue's wich sometimes get obscured by enemies screaming, if your not sure when or how to parry dodge instead the dodge window is bigger but the parry window is only as big as the perfect dodge window. so if you see perfects when you dodge "instead of dodge" the game is telling you that moment is THE parry window
Usually takes me about 3-5 times of seeing the attack animation. Before can learn the pattern. Only a small few that took me a bit longer. There are certain ques for some, sound is a big one. While some glow/light effects can be to. For example some enemies weapons may glow right before an attack. Or there will be some kind of flash before they attack. While some literally have a rhythm. Like the Mimic sledge hammer hits. I found it alot easier just using a beat rhythm
iriyap May 16 @ 8:02pm 
The parry window is 0.15 sec (9 frames at 60 fps), which is about the same as in Elden Ring/Dark Souls, but you parry exactly on the impact, not 5 business days in advance, this lack of startup lag makes it much more intuitive.

Like the others already noted, most enemy attacks have an audio cue, like a fwoom or a schwing. That said, projectiles and explosions are usually visual. E.g. the danseuse enemies, you have to wait until the projectile starts turning black.

The dodge window is literally 50% wider (0.22 sec / 13 frames), so dodge first to learn the timing, once you start seeing "perfect" dodges then you can switch to parrying as that's the same timing.
Originally posted by iriyap:
The parry window is 0.15 sec (9 frames at 60 fps), which is about the same as in Elden Ring/Dark Souls, but you parry exactly on the impact, not 5 business days in advance, this lack of startup lag makes it much more intuitive.

Like the others already noted, most enemy attacks have an audio cue, like a fwoom or a schwing. That said, projectiles and explosions are usually visual. E.g. the danseuse enemies, you have to wait until the projectile starts turning black.

The dodge window is literally 50% wider (0.22 sec / 13 frames), so dodge first to learn the timing, once you start seeing "perfect" dodges then you can switch to parrying as that's the same timing.

So maybe I should lock my game to 60 FPS and stop playing it at 120...
Originally posted by -=Martin=-:
Originally posted by iriyap:
The parry window is 0.15 sec (9 frames at 60 fps), which is about the same as in Elden Ring/Dark Souls, but you parry exactly on the impact, not 5 business days in advance, this lack of startup lag makes it much more intuitive.

Like the others already noted, most enemy attacks have an audio cue, like a fwoom or a schwing. That said, projectiles and explosions are usually visual. E.g. the danseuse enemies, you have to wait until the projectile starts turning black.

The dodge window is literally 50% wider (0.22 sec / 13 frames), so dodge first to learn the timing, once you start seeing "perfect" dodges then you can switch to parrying as that's the same timing.

So maybe I should lock my game to 60 FPS and stop playing it at 120...

FPS is irrelevant. Its not hardcoded into the frames.
VESPA5 May 16 @ 8:50pm 
Some (not all) have a split second audio cue. Some (not all) have a visual cue. Eventually, you just kinda memorize their patterns. The game even tells you what they're about to do and even then, it's tricky (like I hate it when they fake their attack and then really attack, once you parry too early, you're wide open for a brutal hit)
techsped May 16 @ 8:54pm 
Disable vsync if you're feeling you have to 'see the future' you probably have it on. Vsync seems to add a lag where the game is ahead of the visuals and your button presses are entering too late as far as the code is concerned.
its just skill based, you need patience. dont jump the gun. its better to parry last second than it is to press it early.

secondly. some attacks have tricks, like prolonged swings, or quick second jabs after a large hit.

these can either 1) learn them when you are punished
or 2) attempt to use DODGE since it gives WAY more i frames for safety.

once you can sorta predict a combo you can easily start parrying it over and over with ease. I have gotten this done with some enemies that attack like 15 times in a row from random directions with different speeds etc. its hard. but thats why its skill based.

you can always just set up your lumina to mitigate a lack of parry skill maybe focus on dodging or tanking attacks with shields. lots of ways to play the game, Ive even seen people make machine gun builds where they can free aim shot like 40 times in a row lol.
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