Sekiro combat system explained – Posture, Perilous Attacks and how to Deflect, dodge, counter unblockable attacks and more

Sekiro’s combat system is a big break from the norm in From Software games, challenging you to be much more aggressive, engaged and active in the way you take on the different types of enemies in front of you.

Much of it is based on the idea of ​​dangerous attacks, but there are also complexities in learning how to deflect and parry effectively, how stance works, and how to deliver deadly blows effectively as well.

In this page:


Let’s play Sekiro Shadows Die Twice: This is going to hurt

Sekiro’s combat system explained: stance, parry and dodge

As we mentioned above, Sekiro’s combat is much more aggressive than its equivalent in Dark Souls or Bloodborne; Obviously, avoiding damage is still crucial, but so is maintaining momentum on offense, and it’s much easier said than done.

Sekiro Combat System Explained: Basics

There are two bars to consider for every Sekiro character, and that includes both yours and your enemies. The first is your vitality or health, which is pretty standard and is represented by the red bar. Reduce its value to zero when taking damage and you will die; reduces the enemy’s to zero by dealing damage and dies (or rather, becomes susceptible to Deathblow execution).

The other bar is Posture, represented by the yellow gauge that fills from the center, which works in the opposite direction: if yours fills, your defensive guard breaks and you are stunned, unable to block. If the enemy is full, they also become susceptible to a killing blow. However, the two are also connected, and only by managing both can you truly be successful in Sekiro combat in the long run.

Stance, parry and dodge

Stance and Vitality are linked: Stance recovers at a set rate for each enemy you face, but the lower a character’s Vitality, the slower their stance will recover until it reaches zero.

Some enemies’ Posture recovers very quickly (looking at you, Lady Butterfly), so quickly that it’s almost impossible to fill their Posture meter if they have full Vitality. In that case, you should deal some vitality damage (true damage) to them to reduce their posture recovery speed. Soyou must work to fill that posture bar.

Your own Stance works the same way: at low health, your Stance will recover much more slowly. Try to keep your vitality at its maximum if your posture is affected by using the usual healing items such as pumpkin or pellets. There’s also another thing to keep in mind: Stance recovers much faster when defending (block by holding L1/LB), so create some distance and hold the block, even if you don’t feel like you need it, to get that meter down. a little faster. .

How to break enemies stance

There are two ways to break enemy Stance (which also apply to your own Stance in the opposite situation).

The first is to attack. Landing blows to deal real damage or hitting an enemy while blocking will deal moderate stance damage.

The second, and more effective in terms of pure impact on Stance, is to successfully deflect enemy attacks. To do this, tap the guard button (block) with L1/LB just as the enemy hit is about to land.

It is difficult to master and intentionally risky. If you manage to successfully perform several deflections in a row, you will cause serious damage to your posture, but ill-timed attempts will leave you very vulnerable: there is a split second after a failed deflection (let’s say you do it a little early) in which you will not be able to deviate. again immediately, so pressing the button will only cause you more problems.

Remember that tougher enemies, particularly bosses, will also need some Vitality damage, or their stance will recover faster than you can wait for them to successfully attack and parry, even if you parry everything perfectly. That, combined with the fact that standard attacks, blocked or not, also deal some stance damage, is why Sekiro is as much about aggression as it is caution.

Sekiro Perilous Attack Symbols and How to Counter Unblockable Attacks

From the beginning of the game, you will meet enemies who use dangerous attacks. These attacks are unblockable: you can’t just hold L1/LB to guard and hope the damage is mitigated (at the cost of some Stance) like it would be with a normal one.

Instead, countering dangerous attacks is about playing a kind of rock-paper-scissors game: responding to the right kind of dangerous attack with the right kind of counterattack.

Reading Sekiro Dangerous Attack Symbols and How to Counter Unblockable Attacks

The Dangerous Attack symbol, a red kanji symbol that appears when an enemy is about to perform a Dangerous Attack, is the same for all three types of Dangerous Attacks, as far as we know. Countering them will come down to knowing what the correct counterattack is (as will be explained in a moment), and Read the enemy’s body language to know what type is about to be performed.

These are the three types of dangerous attacks and the proper counterattack.

The Shinobi Hunter primarily uses thrust attacks. Counterattack with a deflection skill or Mikiri counterattack.

Thrust Attacks: Counter by deflecting the attack with a well-timed tap of L1/LB (remember you can’t block it by holding that button, only with a perfectly timed deflection). A fantastic and possibly easier alternative to this is the Mikiri Counter Skill (more on this in our Sekiro Best Skills and Skill Tree guide). Unlock it first and then do it by pressing the dodge button (Circle/B) and the left analog stick. toward the enemy’s lunch. You’ll do massive damage to your posture in the process.

General Naomori Kawarada’s first miniboss uses sweeping attacks…

Sweep Attacks: Counterattack by jumping once to avoid it and quickly pressing the jump button again, as if you were double jumping up a wall. This will jolt the enemy in the head with a nice little kick, actually dealing a lot of stance damage in the process. If you have difficulty with the double jump, try not to move too much in the air and don’t panic: a standard jump is enough to avoid movement and often leave the enemy exposed.

…and also grappling attacks.

Grab Attacks: Counterattack by dodging to the side. These cannot be blocked, deflected, or jumped (although you can often jump back and to the sides out of range if you are well positioned). Dodging will often leave the enemy open to a couple of free hits while overextended, but don’t get carried away as they will recover quickly!

Looking for more Sekiro pages like this? First of all, the first major Sekiro patch notes for update 1.03 are now available. Otherwise, our Sekiro bosses guide, boss list, and walkthrough hub have it all in one place, including pages on Lady Butterfly, Genichiro Ashina Way of Tomoe, Folding Screen Monkeys, Corrupted Monk, Guardian Ape, Great Shinobi Owl, Emma and Isshin Ashina, True. Corrupt Monk and Divine Dragon. We also have detailed pages like Sekiro tips and tricks to get started, Sekiro skills, skill tree and esoteric text locations explained, our deep dive into the Sekiro combat system, dangerous stance and attacks, or details on all prosthetic tools from Sekiro. locations, how to cure Dragonrot and Rot Essence in Sekiro, Gourd Seed locations, a Divine Confetti farm route method, all Treasure Carp Scale locations, all Prayer Beads locations, and all Snap Seed locations as well. And when you’re ready, how to beat Isshin Sword Saint and a cheese Isshin Sword Saint, plus the many Sekiro endings.


Other things to keep in mind with Sekiro combat: Sekiro invincibility frames, frame data, and advanced tactics

You can often hear fighting game enthusiasts, or even Soulsborne enthusiasts, talk about things like box data.

It’s complex, in a way, so we won’t go into too much detail, but in simple terms it’s about how many frames (literally, of the usual 30 or 60 frames the game produces per second) that a character is immune to. damaged or exposed to damage due to the “crippling lock”.

Certain moves in previous Soulsborne games gave you a few frames of immunity, specifically the dodge roll. Do it at the right time and you won’t be able to delay. any damage (more or less); but this was then balanced with things like a stamina gauge that only allowed you to make a set number of rolls in quick succession.

Dodge and jump are more for specific counterattacks, repositioning, and staying hard to hit than a general way to stay safe. Use your movement wisely.

In Sekiro: Shadows Die Twice, there are no immunity frameworks on the dodge roll. That’s balanced out a bit by the fact that you can perform it as many times as you want, because there’s no stamina gauge, but still, any fighting game player worth their salt will tell you that makes one-on-one combat in games like Sekiro, which has a pretty strong influence from fighting games, it’s actually very difficult.

There are “some” immunity frames when performing a deathblow, but this is only really relevant when fighting multiple enemies at once – if you are performing a deathblow on one enemy, there will be another attacking you for the immunity to actually count. – and in most cases, anyway, you’ll want to take out surrounding enemies before fighting a boss.

So he’s not someone to trust, although we noticed that he can get you out of trouble when the message appears and you are attacked, as the enemies will stop attacking until you finish the animation, buying you some time. to dodge or quickly jump from there.

The other thing we mentioned is the “crippling lock”. In short, this is when you or an enemy are stunned or stunned, even for a moment, giving you an advantage if you are both trying to attack at the same time.

A good example of this is the fight against Lady Butterfly: you can often hit her with two attacks while she blocks, and if you go for a third, she will parry it or block it and stun you briefly; if she attacks then (and she does often), then you won’t be able to block or deflect it in time.

You can land a specific number of hits on Lady Butterfly before she catches you with a block and counterattack.

Fighting the toughest enemies in standard one-on-one combat is, at the highest level, about studying how many hits you can land, if any, before getting caught in a stun block and at a disadvantage. Once you know that, you can perform that many attacks, say two, to deal some stance damage. Then respond to their attacks with well-timed deflections for more stance damage. Then respond to their dangerous attacks with the appropriate counter to even more Stance Damage, take them out any time they’re off guard to take some Vitality damage so their stance doesn’t recover as quickly, and repeat!

Easy. Or it’s not easy at all, but at least it’s a strategy. Focus on the rhythm of deflecting enemy attacks, not your reactions (tap, tap, tap, tap; each enemy has their own attack rhythms that you can memorize over time) and you’ll have better luck, and the rest is just a matter of Do the above: Respond to the terrifyingly wide range of enemy types and strategies with your own appropriate counterstrategy.

Good luck, Shinobi! You’ll probably need it.

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Source: ptivs2.edu.vn

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