Once you understand the different ways your enemy can come at you with an unblockable attack, you can start looking for ways to quickly counter and use them to your advantage. Some grabs can be deceiving - like the Chained Ogres running dive into a grab that's hard to simply dodge away from - but can be jumped over! Grab attacks can come in many forms and must be dodged or jumped away from as they cannot be blocked or countered.Sweep attacks can be avoided by jumping above the low attack, and by pressing the jump button again you can perform a downward kick on the enemy to bounce off them and deal major posture damage.Thrust attacks can often be avoided by dodging to the side at the last moment, or by unlocking the Mikiri Counter skill and dodging into your opponent.Instead, you'll have to play a game of rock, paper, scissors to find the best way to deal with each incoming attack: Perilous attacks cannot be blocked through normal means - you'll still take damage if you hold block, and even perfect deflections only work against thrust attacks. At around half health, the Posture Meter will have a yellow background, indicating their posture is unable to heal as quickly.Īlmost all tough enemies like Bosses and Mini-Bosses will utilize unblockable attacks - signified by a large red kanji sign as they begin to wind up their attack. When the Wolf or an enemy has high health, their posture will regenerate quickly, making it hard to break posture and initiate a Deathblow. However, they also have a certain kind of relationship. you can defeat an enemy without ever breaking his posture, or break their posture to perform a Deathblow while barely scraping their health bar. Posture is both tied to health, and also completely separate. Depending on the toughness of the enemy, you can often kill an opponent quickly with just a few hits and deflections - as a perfectly timed deflection can send even the toughest opponent over the edge and allow you to perform a Deathblow. If it doesn't have a perilous warning sign, you can deflect it!Ī successful deflection will however result in a higher pitched metallic clang, and you'll see your opponents posture take damage from your deflection, with very little damage - if any - on your end. This meter is the key to understanding combat in Sekiro, and how you can use it to your advantage.Īs scary as it may sound - the key to victory often lies in an aggressive defense: trading blows with your opponent while not being afraid to deflect an incoming attack - no matter how huge it looks. Holding block will indeed stop you from taking damage to your Vitality - but instead you will find repeated hits will damage another meter - the Posture Meter. Because of this, you shouldn't try to rely too much on dodging, as it will only guard you against specific attacks with a short reach or thrusts, and cannot be used as a catch-all.īlocking in Sekiro is done in two different ways. You can run, attack, block, dodge, and jump as much as you want - with a few caveats.įor instance, dodging in Sekiro allows you to perform a short dash in any direction, but you cannot move very far with it, and the period in which you are invulnerable to damage while dodging is very slim - as the game relies more on hit detection. Unlike Dark Souls or Bloodborne, there is no stamina bar you must keep an eye on when attacking, blocking, or dodging. This is about the only way in which Sekiro shares similarity to Dark Souls or Bloodborne combat. You can also lock onto enemies and strafe around them by moving - or switch your lock on to a different enemy. With this weapon, you can attack enemies by pressing R1/RB, and block by pressing L1/LB. ![]() In Sekiro, the Wolf has but one weapon - his trusty katana, Kusabimaru.
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