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As of now the best solution is to obliterate the enemy before he moves
also even if it was as you say and there were no queues that would be fine too. its not like every rpg ever isn't "figure out how to beat enemy and then beat enemy" checkpoints are plentiful and fair. its no different from old games requiring death immunity or specific cure items or enemy elemental weaknesses that you couldn't just know from the outset. the only difference is now that memorization is mechanical instead of statistical.
SOME are clear, but overarchingly it is the inconsistency (& often absence) of cues as a whole (different from a queue btw). Some attacks do have a degree of consistency between a impact signal (say an enemy weapon hitting the ground when you should leap) & the actual parry time. But a large amount of them are completely inconsistent between the enemy movement or sound which might indicate when you should expect to parry & when you actually need to. This disregulates the flow.
it's like trying to find a common rhythm in chaotic jazz songs. The timings & changes are so all over the place, that you can only really know it consistently by listening to the song 100 times. By then it's overplayed & boring. It works fine in music because you enjoy it passively; a game not so much. If by the time you get the hang of the flow of an enemy you are just fed up with fighting them & likely onto a new area with a new set of enemies anyways, with a new mechanical set to memorize; that is just not enjoyable.
Look at the character attack cues. They clearly understand the need for them. Why not something similar (though I would argue far less obvious & forgiving) for parrying as a common skill thread to tie it together across all enemies?