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You didn't happen to, I say, deliberately omit part of the explanation to set a tone and make yourself look like the one who discovered “a secret,” come on you're pathetic...
I assume people just don't read them properly or try them out.
Except it is not a parry; it is an iframed manual counterhit, which is not a parry of any kind, hence the term "counter", there is no locking mechanism, there is no enemy stumble or stagger, and the counter hit can miss quite easily on uneven terrain.
First, you got it mixed on the Resolute Strike (RS). RS does not negate damage, it is its seethrough portion, which is triggered when you time RS correctly. Timing is the biggest problem with this skill as depending on what light attack combo count you are at, it will take longer to go off and its negation window is very tiny. This does not even work on all bosses and some will just ignore it and send you flying anyway.
Even Rock Solid can not be considered a parry in traditional way as it has cooldown and mana cost. Even if you ignore the above, some boss attacks will simply crush your Rock Solid without bouncing. Even if an attack bounces off your Rock Solid the effect on enemy is rather pitiful again nowhere near how potent parry can be in souls-likes.
Both these methods, including third one from Thrust stance that also has seethrough effect, are just situational effects that can help but can not be relied on regularly. In summary, you are wrong, there is no parry in Wukong.
Elden ring parries have no counter hit. You parry till their posture is gone then critical hit them.
Parries in sekiro are the same. It's a timed block till you whittle down the bosses entire posture meter.
So parries are resolute strike, rock form, thrust stance dodge, immobilise parry, are all considered parries in the video game parlance.
The 'Resolute Strike' aka Parry, is trash in this game.
Extremely unreliable, most of the time its luck because you happen to be in your combo and the enemy magically unstaggers and starts a dumb attack an whoopie -- You look like an expert but it was just dumb luck.
Also, late game, perfect dodge is much better than parry, you get damage increase, your clone explodes and you get focus. You also don't get 0unoshed for imperfect dodge, but you will always be punished for a mistimed parry, either losing focus or getting hit. Thrust stance parry become worthless as bosses do multi hit attacks, so they will hit you out of even your first parry strike.
You can absolutely time your Seethrough, not Resolute Strike itself, to block certain enemies but it is more often than not a matter of luck. You can just tip toe around the enemy, hit it with single attack and dodge and once they try to counter-attack you can use Seethrough rather than dodge. More importantly than how you trigger this effect is what it actually does, Seethrough only negates damage from a hit that otherwise conntected with your character and does not have any effect on enemy. The enemy will continue their combos and next attack might hit you anyway. This is just another reason Seethrough effect can not be considered a parry as it does not affect the other side in any way.
the devs chose the right word and it doesn't matter where you let the souls games touch you against your will previously.
I've managed to use it very reliably (even on Yin Tiger) and other annoying mobs to cheese-stagger-loop with 1 focus back to back. (Also health recovery if specced into it on Smash-Stance.)
I'm currently in Chapter 3, and suddenedly, I stagger cheese every melee mob, (some bosses too, if they are not GIANT snakes or stupid flying bosses.)
I don't know how it all came together, but for nearly every mob, I choose a few attacks to easily parry and for other attacks that are too fast or if I'm mid-combo, you just have to Dodge for a perfect-dodge etc.
Anyway, I don't have much advice because its about the "Feel" which is an individual/unique experience for everyone.
I will say, the easiest way to start, 1 quick into heavy-attk (with focus point,) to get the hang of countering the enemies mid-combo.