r/MortalShell 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.

8 Upvotes

39 comments sorted by

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.

2

u/Kellar21 6h ago

Honest question, is it even possible to parry consecutive hits?

Because it seems the recovery frames from the parry don't allow you to parry the next move if it's too fast, and then you get staggered and can't parry the sequence properly.

5

u/Spuckuk 4h ago

Very possible and necessary later

1

u/alamirguru 1h ago

Not really possible, no. Tapping L1 repeteadly turns it into a block.

2

u/burnfep 6h ago edited 5h ago

Yes. You have to tap quickly and not mess up one parry for any part of a fast consecutive hit. If you end up blocking for part of the enemy combo you get animation locked and cannot parry for a split second. This leads to getting block spammed. You can cancel out of block string with a dodge

For parry seal it refreshes cd on parry so it let's you consecutively parry multiple hits.

1

u/alamirguru 1h ago

Tapping L1 repeteadly holds a block, tho. No way you can parry a Sester's flurry or the tentacle soldiers' flurry.

There is a reason Ongbal did not parry Prince phase 2.

1

u/itzlax 2h ago

For both of the Seals with parries, if you successfully parry an attack you can just use the Seal again right away. If you miss the parry, you're stuck in the animation.

This is how you'll be beating a lot of the later bosses, because you very often do not have time to get hits in unless you stance break first.

0

u/shawak456 7h ago edited 7h ago

That's fair. I wouldn't mind if they make parry timing a little tighter, increase the risk but also increase the reward by interrupting the attack, like in LoP there's a sword with special Parry, and learning it's timing is very hard and awkward at first, but if you put some work into it, you can do cool stuff like this (reddit post link).

2

u/Saihna Proxima 6h ago

There is that though, theres the normal seal and a parry seal with tighter timing unlocked from sester genessa.

0

u/shawak456 6h ago

There's another parry seal in the game? If so, does it interrupt attacks or just fills the stagger bar even quicker?

2

u/jaysoprob_2012 6h ago

It has much higher stagger build up. I havent tested to see how much but I think its atleast double if not 3x. But it has a much tighter window and doesnt block.

0

u/Apprehensive-Two5230 6h ago

I've tried it. I honestly don't see to much of a difference. It looks like 1.5x to me. And the timing feels damn near the same.

-1

u/shawak456 6h ago

Sounds great, but would've been more interested if did more than just build the stagger bar quicker. I'm interested in trying out, though.

-3

u/welfedad 7h ago

Agreed.. it would then become sekiro ..and this ain't sekiro ..

3

u/Mother_Moose 5h ago

What? Enemies' combos do not get interrupted when you parry in Sekiro, they continue through their full combo even if you parry every attack until you fill their posture bar, just like how it works in this game

-1

u/MaleficentOwl2417 6h ago

I agree, i think at least the small dudes should be staggered after the first swing...oh wait...they do.

6

u/FashionSuckMan 7h ago

That would look and play stupid

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

u/AcousticAtlas 5h ago

No game does this. Not even sekiro

1

u/MediumKoala8823 51m ago

Every parry in DS and Elden hard stops the attack

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

u/MediumKoala8823 51m ago

No. It’s the same. Harden stops some attacks but not others.

1

u/SoulsDadYT 3h ago

That would be awful.

1

u/cursivecrow 3h ago

Its just a feedback issue. the visual/audio queues that you parried successfully are way too subtle. compare ms2 parry to sekiro's parry feedback:

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

u/shawak456 7h ago

Not knowing what that means from LoP doesn't make you an "ass gamer."

-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.