SEKIRO: SHADOWS DIE TWICE šŸ’€

i actually found it easiest having my right thumb reach over to press the d-pad buttons (on a scuf with the xbone layout) in those fast fights where you pretty much always have to be moving

I… didn’t claw grip even once playing this game?

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What exactly is claw grip, beyond the normal hand posture of holding a controller…?

Like when certain fightanz players are pointer and middle finger mashing the face buttons?

clawgrip

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Yes, moving additional fingers to the face buttons.

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Hold circle to run and also move camera, or worse, hold circle to run and square to pick up drops and neglect camera entirely.

Well the second run of this game sure is extremely fast even by fromsoft standards

I think I am gonna get all the trophies for some awful reason.

Never once have I needed to do that, why would I? I used camera lock on aggressively as I played.

It’s more when ur sprinting through levels than actually fighting dudes

I’m not sure Sekiro’s default controller scheme is optimal but I’m an adopter of much jank and clunk.

Btw aside from the occasional worry about vit and pos meters going hud-less is pretty great, if you’re feeling empowered on subsequent plays (first if you’re caliente) try it out. Giving me a less tense, better read of enemy movements and take in of the stages. Hirata Estate’s mighty fine.

You can already pause to use items in this making quick use not exactly a crucial matter like before.

Man, Long-Arm Centipede Giraffe is such an outrageously great boss name… I was so disappointed to fight him today and find out he’s just literally Voldo

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i made it to big G. he’s real hard. got to second form one time so far. oy vey.

For Lady Butterfly, what’s the vitality meter level where it starts to make sense to aim for a posture victory? 50%? I don’t have a quantitative sense of how vitality affects posture regen.

the posture meter changes background color based on vitality (at full vit it is black). Aim for it to be orange or red.

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what!

this is it, this is the combat secret i was looking for

Wow yeah I didn’t realise that either, after maybe 80-odd hours of looking at this game

this makes me wish the game never showed enemy vit except through this

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i don’t think i’m close to beating this, mostly because i can only play the game for 2 - 3 hours before i need to take a break (or i don’t have enough time, in general).

biggest issue for me still stems from lock on just turning off for no reason, but progress has been relatively steady. i like how many ā€œlet me see what’s over hereā€ moments turn into ā€œoh, it’s a whole new area.ā€

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Lock-on jank is definitely some of the worst jank in From games, anytime an enemy leaps way up into the air and breaks lock on and then i frantically dodge around only to get slammed anyway i just wanna scream (fuck you centipede demon, fuck you second phase Gascoigne)

Thing is, their games are unusual among third-person action games with Z-targeting lock-on in that you dont always want to be locked on, you want to apply it strategically and know when to break lock. Unfotunately i don’t know that they’ve ever figured out how to teach this effectively, you kind of just have to make a habit of it

The Owl fight, interestingly enough, seems to be pretty easy to exploit without lock-on, after having watched some speedruns.

Meanwhile, the hardest boss as per speedruns seems to be Emma, because the moveset is really irregular and covers a lot of distance quickly (there’s also the flicker attack that seems to have no discernible read and can sometimes just clip and kill a speedrunner because it seems like it might have no start-up?). This apparently makes the Shura ending a much tougher run, due to a rather difficult battle right at the end, whereas the standard ending boss is much more predictable.