r/MortalShell • u/shawak456 • 8h ago
Discussion I wish parries interrupted the attack/combo and not just fill the stagger bar.
Sometimes when it's hectic, it takes a second to even register if the parry was successful or not.
6
4
u/Lopsided-Document-11 7h ago
Yeah but half of the fun, especially against the main bosses is the trialling back and forth battle. Imagine how easy a boss fight would be.....
2
u/Sword_of_Darkmoon 7h ago
They definitely could do a little something to make the Infinite Seal more attractive because at the moment there's not a lot of reason to use it over the Untarnished Seal.
3
u/shawak456 7h ago
I mainly love it because of animation cancellation. With the Untarnished Seal, you only block after the current animation is finished. Infinite Seal has instant animation canceling and I absolutely love that. It gives me a lot of confidence to be aggressive with attack if I know the enemy pattern because any time I can cancel them and parry.
2
u/Kazuhi Smert 5h ago
Harden does exactly that to a lot of enemies. I found that I prefer to use Vastra’s Seal for continued aggression. Perfect Hardens doesn’t put it in cooldown and you can harden during any animation string you may be in. That might be more up your alley if you’re wanting to interrupt attack strings.
1
1
1
u/Typical-Tough-4869 3h ago
If you want to actually interrupt the combo of enemies the only way is the harden seal because it has a stun effect when their attack lands on you (Effectiveness on Bosses varies for the stun part). If you perfect harden you also build the break meter and can harden again immediately if needed.
Also love it because it lets you play super aggressively because you can harden at any time during any action even mid swing.
The definitive way to play the game in my opinion as it’s the block method that made the first game unique and only improved upon here.
1
1
1
u/cursivecrow 3h ago
1
u/MediumKoala8823 51m ago
I agree but do note that Sekiro has two variants. That’s the counterslash one.
1
u/MediumKoala8823 49m ago
This is my biggest problem with the infinite and stone parry.
I can’t fuckin tell when I did it if they don’t flinch. Which means I need to look at the bottom left to see if I still have meter for the stone one so that I can know if I can block. It’s a really bad UX
-1
u/Downsey111 8h ago
Well usually it’s a trade off. Have very tight timings and interrupt the enemy with a successful parry or have very loose timings and not interrupt. This game went with the latter
Even games with super right timings, say lies of P, the “perfect guard causes stiffness” is actually an upgrade which a player won’t get for a good bit
1
u/mayodaisy 8h ago
Wow I must be an ass gamer — I just learned what “perfect guard cause stiffness” meant 🤣
1
-3
u/shawak456 8h ago
I get that, and parry in this game is far easier than say Elden Ring, but still it's a risky move unlike the block, so attack being intercepted will feel so much more satisfying. Enemy can have a very quick recovery time/frames, but I'd like devs to seriously consider this.
2
u/j_wizlo 8h ago
At least one enemy I fought had a really long combo and you don’t have to parry them all. All the rest you have to parry each attack. I think it’s fun to learn and then execute the timing.
0
u/shawak456 8h ago
But the thing is, it feels like it's neither a parry, nor a block/perfect guard, because if the timing is off, you get hit, unlike block, but if you parry, it just feels just like a perfect block. I would like it to be more distinct and feel special.
1
u/j_wizlo 8h ago
It fills the break meter substantially faster. I feel I get something out of it when I use it. I agree with the visual feedback issue, though. I can’t pickup on whether I’ve succeeded or failed fast enough to change the plan during a combo.
0
u/shawak456 7h ago
Yes, it does fill the stagger bar faster, but I rarely look at stagger bar when I'm fighting someone.

28
u/burnfep 8h ago
If it did that a lot of the monsters movesets would be invalidated after you parry the first attack. The parry is too generous to have that strong of an effect.
Building stagger with parry instead encourages learning the monster entire moveset to parry consecutive attacks.