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Memorization is not a must. Observation is very much a must. Enemy is getting some distance? Probably about to charge, get ready. Enemy leads with a cross? Probably a flurry, time your dodges. Enemy builds up in the center of the arena? Probably an AoE, get on your stick or freeze them.
I could go on but patterns are universal among bosses and you simply have to build on your reflexes and timing by fighting. If you beat the Big Headed Baby Skill Check, you have the foundation of combat down.
It did feel a little cheap but i imagine the game rewards or punishes you if you try to overcomplicate
Moves unlocked early on in the stances give you the parry:
Smash stance "Resolution Counterflow" is akin to monster hunter longsword foresight slash(if you time it right then you take no damage and it's stronger) combined with mh greatsword(if you time it wrong,but not too badly, or you're charging the heavy attack instead), it can be upgraded down the line with "skyfall strike" for the big hit after parry(you are not required to perfectly time the parry for this).
The pillar stance is functionally a stationary block, it negates damage from some moves at cost of stamina if they hit(sounds like blocking, right?) the staff, some moves are not affected by the "block" as expected(there are boss attacks that still stagger you through stone skin spell too).
There are also shapeshifting forms that can block/negate some/all damage. (most obviously the shield guy)
So 2 out of 3 stances give block/parry and the last one gives range. I might be missing some.
The game doesn't have a dedicated parry button but it certainly has plenty of depth to combat that satisfies fans of more than souls game, but don't expect it to be completely game journalist difficulty.