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Dodging in Devil May Cry is designed on the idea that you are not simply dodging through an attack, but rather are dodging TO somewhere. This is why Jumping has I-frames, but Air Hike basically doesn't. The best way to avoid damage in DMC is to not be where the damage is.
Many bosses have chains of attacks designed to punish a bad dodge, EVEN IF YOU SUCCESSFULLY DODGE THE FIRST HIT. For souls players, this means the bosses can and will roll-catch you. The later phases of Goliath have him performing extended flurries of strikes with both hands as he rushes you down, or attacks that utilize his whole body as an extended hitbox that will eat a dodge simply by outlasting it.
The counterpoint to this is that enemies have very poor tracking. There's no 180 degree Havel the Rock spins to catch you. Pretty much every enemy in the game (With one notably exception) has a limited turn speed, and the one enemy without it (Artemis Drones), have a very limited movelist. Even the scariest attacks in the game can often be avoided without even inputting a proper dodge, simply by relocating yourself to avoid it. I've taken to dodging Urizen's fireball spam by staying in the air and simply varying my X and Y axis to cause him to whiff every fireball.
It is extremely easy to avoid damage, but it can often be difficult to recover from bad positioning. If you are in a situation where you need to panic dodge an attack, there's a very good chance you're not going to make the right call and mess it up. On the flipside, if you're keeping your calm and playing evasive in terms of positioning instead of simply throwing out safe attacks and rolling, you can get away with murder. We're talking throwing out the slowest attacks in the game in the middle of the bosses own attacks murder.
Atop that, many boss actions have counters. For Goliath, his devastating charge that cannot be rolled or jumped through can be countered by Overture's Battery attack. His fireballs can be countered by Gerbera's Shockwaves (or an extremely well timed slash). Artemis dash can be countered by Buster Arm and her phase transition charge up can be countered by Punchline's Boost Knuckle, encouraging you to bring the right loadout and plan your actions.
Perhaps the worst habit souls vets get into is assuming a dodge is the end of it. Many bosses in souls can be beaten by rolling into them. In Devil May Cry, all of your basic dodges have an ending period where you are unsafe. Jumping leaves you in the air, and Air Hike is not an I-framing tool, and rolls have recovery frames. When you dodge, you have to consider where you'll end up, and if you'll be safe when it ends, or if the next attack will hit you before it completes.
At this point, I am several missions into DMD (the highest non-gimmick difficulty in the game), having S-ranked all but SoS 10, 18, and 19, with quite a few no damage clears (mostly on Nero). I've run no damage runs on Goliath on DMD, who has 10.5x the HP of what you're dealing with now and outright kills you in 3-4 hits. And the crux of how I avoid getting hit is that I go in with a plan, and am constantly aware of the bosses facing and positioning relative to my own, so that I know what can and cannot hit me, and where to go to ensure that the boss misses. If I have to dodge an attack directly, I only need to dodge that one attack, as I have positioned both before and after the dodge to be in his blindspot.
Them people who're mad they can't make it in Sekiro by playing it like it was Dark Souls, and act like it's not them, it's the game that's bad, it's hilarious.
Sekiro's combat is 10 times better than Dark Souls when you don't just suck at it.
Anyway this guide is pointless because OP will ignore it. I gave him good details on how to dodge multiple times and he ignores it. Just believe everyone when they say he's just DSP. He never had the intention to gitgud and wants the game to bend to his bad habits.
From the moment he said "dodging in this game is bad, this is an objectif opinion" I understood he wasn't there to be told otherwise or to learn, he was just seeking attention. He really thinks his opinion is truth, an those who disagree with him either are lying or are idiots.
We are just loosing our time here.
After playing all dmc games and being above average now (I'd like to believe), I've realised dmc is far superior. So many mechanics to master and a seeming unlimited amount of combos to perform instead of what bayonetta offers. On the surface bayo seems like it has more combos but they are all predetermined and get repetetive.
Dodging isn't an easy 'avoid damage' button in dmc. It's an additional way of avoiding it, along with plenty of other methods.
My advice, try getting good at dmc, learning all the hidden mechanics. Then you'll realise why dmc has the best combat over every other hack'n'slash game (or w/e the genre's being called right now).
♥♥♥♥ you know that fat slob DSP too? lmao
pretty sure he is quite famous for being bad at games and an all around sh.ithead
I only got into it at 4:SE so maybe my experience is lacking, but the combat in DMC feels like a fighting game without the 'always facing opponent' caveat those games tend to have, so I assume that positioning yourself to avoid hitboxes entirely while keeping yourself in damage-dealing range is more important than simple reactive timing, and I've gotten good results from that assumption so far. All I really wish for is an alternate lock-on that force-orients the camera behind your character God Hand-style to normalize direction inputs, at the cost of some situational awareness and potential disorientation.
I don't really know what to say about the dodging other than some initial difficulty adjusting to 'just get out of the damn way instead of trying to eat the other guy's weapon'-style instead of 'which direction do I roll in to phase through the enemy hitbox for this particular attack'-style. It's kind of refreshing, honestly, not to mention that using Nero's air-taunt to fly right over attacks is just hilarious.