Why Metal Gear Rising was Awful.

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zerkocelot

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Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
As well he isn't parrying most of the time he is blocking (which comes from a slow parry, ugh), just think about these decisions for the layout... block should be its own button and seperate from the parry or at least tacked on to the block instead of vice-versa like in other games.
Wait wait wait slow down, what? What do you mean by that? What makes a parry different to a block?
a lot.
Okay. So a block blocks an attack, and a parry...?
Also blocks an attack because that's what a parry is? Or are you thinking of a counter-attack.
since you seem earnest in your curiosity a parry is the reflection of an attack and a block is the absorption of an attack they can have very different properties depending on the game you're playing the Parry in Metal Gear Rising would lead to the counter attack zandatsu
Ahh, right, I see now. You can't zandatsu straight away, because that would make the game piss-easy, wouldn't it? So of course you can't parry into zandatsu right away either, and it would ruin the point of the boss fight if you could kill them the same as any normal enemy. With weaker enemies, you can slash them apart with gay abandon, because they're weak, and so the parry counter works. Stronger enemies like the hammer guys need to be worn down before they can be cut open, so the parry counter doesn't work, and you instead parry/block the attack.
Which makes sense, right? Weaker, unarmoured enemies attack, you parry their weapon aside with your superior strength, and cut them open. Stronger, armoured enemies attack, it's a little hard to deflect an oncoming hammer blow with a blade, so you have to block it. Or you manage to deflect it, but you can't deflect it enough to leave them open to a counter-attack. Besides, they're armoured so you can't cut them open yet anyway.

I don't see that it's a flaw in the game, just like, say, not being able to sprint great distances isn't a flaw in real life. It'd make some things a lot easier, definitely, but there's a reason you can't and that reason makes sense.
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
 

zerkocelot

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Zetatrain said:
zerkocelot said:
Zetatrain said:
I really enjoyed the game and if there was one problem I had with the parry system it was the fact that the game's tutorial was unclear about how it worked so it took a few hours of trial and error to get it down.

Now by hit stun do you mean simply knocking them off balance and interrupting their attacks for a brief moment or do you mean the stun effect that takes place after successfully performing a counterattack (this is represented by that "dizzy" symbol that a appears over the person's head)?
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them. Blocking monsoons psychp crusher attack leaves you in blockstun and he goes right through you 3 times...no fun
Doesn't sound like a difficult question to answer. I even gave you a of couple examples; do either of them fit the description of what a hit stun is in MGR? Also can you be a little bit more descriptive of the Psycho Crusher attack? I can't quite remember which attack that was.

Since no one else seems to be discussing the issue of hit stuns with regard to bosses and certain enemies with you I'd like to think that answering my questions so that I can continue this discussion would be worth your time.
You're right I'm sorry... I am just now realizing this after reading another 5 "I love the game and I understood the Parry system" shallow posts. Its the former the latter is zandastzu I believe. my first response was also to the guy who didn't know the difference between a block and a parry. see m bisons pyscho crusher (flying body attack head first)
 

Jedamethis

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zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
As well he isn't parrying most of the time he is blocking (which comes from a slow parry, ugh), just think about these decisions for the layout... block should be its own button and seperate from the parry or at least tacked on to the block instead of vice-versa like in other games.
Wait wait wait slow down, what? What do you mean by that? What makes a parry different to a block?
a lot.
Okay. So a block blocks an attack, and a parry...?
Also blocks an attack because that's what a parry is? Or are you thinking of a counter-attack.
since you seem earnest in your curiosity a parry is the reflection of an attack and a block is the absorption of an attack they can have very different properties depending on the game you're playing the Parry in Metal Gear Rising would lead to the counter attack zandatsu
Ahh, right, I see now. You can't zandatsu straight away, because that would make the game piss-easy, wouldn't it? So of course you can't parry into zandatsu right away either, and it would ruin the point of the boss fight if you could kill them the same as any normal enemy. With weaker enemies, you can slash them apart with gay abandon, because they're weak, and so the parry counter works. Stronger enemies like the hammer guys need to be worn down before they can be cut open, so the parry counter doesn't work, and you instead parry/block the attack.
Which makes sense, right? Weaker, unarmoured enemies attack, you parry their weapon aside with your superior strength, and cut them open. Stronger, armoured enemies attack, it's a little hard to deflect an oncoming hammer blow with a blade, so you have to block it. Or you manage to deflect it, but you can't deflect it enough to leave them open to a counter-attack. Besides, they're armoured so you can't cut them open yet anyway.

I don't see that it's a flaw in the game, just like, say, not being able to sprint great distances isn't a flaw in real life. It'd make some things a lot easier, definitely, but there's a reason you can't and that reason makes sense.
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Well I guess that's fair enough. I don't agree with your conduct, but you do have a valid point. Ta ta!
 

zerkocelot

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Daystar Clarion said:
zerkocelot said:
endnuen said:
Why do you want it to be standardized? The dodge slash moves you a fixed distance to the left/right, forward or back. It's not "random".
The parry can be performed behind your or to either side, independant of your facing, just flick and attack.

Yes parrys can not be made during an attack, so pace your attacks.

All techniques are viewable in the menu, so no problem there really.

And why would you use the dodge move on the last boss when his armor deflects it?
Run around him, and parry his attacks that are not explosions or yellow-glowing.

So all in all, you sir, are wrong.
You have not addressed all the points about the scatterbrained fighting system. I realise thre is a movelist but the ssquare x 10 string works the sameas any others besides the lauch moves and useless knockdown moves. I can parry its just clunky and far more risky than any other defensive option. why would I dodge against the last boss? silly me how dumb a thought... I stopped after I learned the crucial bit of info mr. continuity. notice the dodges are all difeeent animations I doubt they are similar simply due to the other random aspects of the game.
Soooo, what are you angry for again?

Because the parries use different animations? Because you can't parry everything? Because you don't know how to use the dodge mechanic?

I'm really confused, and I'm not entirely sure the lack of basic grammar helps.
read the op again? not my fault you don't understand when others do.
 
Dec 14, 2009
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zerkocelot said:
Zetatrain said:
zerkocelot said:
Zetatrain said:
I really enjoyed the game and if there was one problem I had with the parry system it was the fact that the game's tutorial was unclear about how it worked so it took a few hours of trial and error to get it down.

Now by hit stun do you mean simply knocking them off balance and interrupting their attacks for a brief moment or do you mean the stun effect that takes place after successfully performing a counterattack (this is represented by that "dizzy" symbol that a appears over the person's head)?
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them. Blocking monsoons psychp crusher attack leaves you in blockstun and he goes right through you 3 times...no fun
Doesn't sound like a difficult question to answer. I even gave you a of couple examples; do either of them fit the description of what a hit stun is in MGR? Also can you be a little bit more descriptive of the Psycho Crusher attack? I can't quite remember which attack that was.

Since no one else seems to be discussing the issue of hit stuns with regard to bosses and certain enemies with you I'd like to think that answering my questions so that I can continue this discussion would be worth your time.
You're right I'm sorry... I am just now realizing this after reading another 5 "I love the game and I understood the Parry system" shallow posts. Its the former the latter is zandastzu I believe. my first response was also to the guy who didn't know the difference between a block and a parry. see m bisons pyscho crusher (flying body attack head first)


You dismiss those posts as being shallow, yet because the parry system doesn't work exactly how you want it to, it makes the game 'awful'.

Seems legit ¬_¬

I wonder what you think of a game that was actually bad, rather than just ripping on a game because it doesn't match the way you think the parry system should.
 

zerkocelot

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Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
As well he isn't parrying most of the time he is blocking (which comes from a slow parry, ugh), just think about these decisions for the layout... block should be its own button and seperate from the parry or at least tacked on to the block instead of vice-versa like in other games.
Wait wait wait slow down, what? What do you mean by that? What makes a parry different to a block?
a lot.
Okay. So a block blocks an attack, and a parry...?
Also blocks an attack because that's what a parry is? Or are you thinking of a counter-attack.
since you seem earnest in your curiosity a parry is the reflection of an attack and a block is the absorption of an attack they can have very different properties depending on the game you're playing the Parry in Metal Gear Rising would lead to the counter attack zandatsu
Ahh, right, I see now. You can't zandatsu straight away, because that would make the game piss-easy, wouldn't it? So of course you can't parry into zandatsu right away either, and it would ruin the point of the boss fight if you could kill them the same as any normal enemy. With weaker enemies, you can slash them apart with gay abandon, because they're weak, and so the parry counter works. Stronger enemies like the hammer guys need to be worn down before they can be cut open, so the parry counter doesn't work, and you instead parry/block the attack.
Which makes sense, right? Weaker, unarmoured enemies attack, you parry their weapon aside with your superior strength, and cut them open. Stronger, armoured enemies attack, it's a little hard to deflect an oncoming hammer blow with a blade, so you have to block it. Or you manage to deflect it, but you can't deflect it enough to leave them open to a counter-attack. Besides, they're armoured so you can't cut them open yet anyway.

I don't see that it's a flaw in the game, just like, say, not being able to sprint great distances isn't a flaw in real life. It'd make some things a lot easier, definitely, but there's a reason you can't and that reason makes sense.
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Well I guess that's fair enough. I don't agree with your conduct, but you do have a valid point. Ta ta!
thank you for participating I'm sorry if I was rude but I just get invested in these conversations haha
 

zerkocelot

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Daystar Clarion said:
zerkocelot said:
Zetatrain said:
zerkocelot said:
Zetatrain said:
I really enjoyed the game and if there was one problem I had with the parry system it was the fact that the game's tutorial was unclear about how it worked so it took a few hours of trial and error to get it down.

Now by hit stun do you mean simply knocking them off balance and interrupting their attacks for a brief moment or do you mean the stun effect that takes place after successfully performing a counterattack (this is represented by that "dizzy" symbol that a appears over the person's head)?
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them. Blocking monsoons psychp crusher attack leaves you in blockstun and he goes right through you 3 times...no fun
Doesn't sound like a difficult question to answer. I even gave you a of couple examples; do either of them fit the description of what a hit stun is in MGR? Also can you be a little bit more descriptive of the Psycho Crusher attack? I can't quite remember which attack that was.

Since no one else seems to be discussing the issue of hit stuns with regard to bosses and certain enemies with you I'd like to think that answering my questions so that I can continue this discussion would be worth your time.
You're right I'm sorry... I am just now realizing this after reading another 5 "I love the game and I understood the Parry system" shallow posts. Its the former the latter is zandastzu I believe. my first response was also to the guy who didn't know the difference between a block and a parry. see m bisons pyscho crusher (flying body attack head first)


You dismiss those posts as being shallow, yet because the parry system doesn't work exactly how you want it to, it makes the game 'awful'.

Seems legit ¬_¬

I wonder what you think of a game that was actually bad, rather than just ripping on a game because it doesn't match the way you think the parry system should.
misinterperates objective for subjective and comes off condescending... seems legit
 

Shanahanapp

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Well, personally I loved the parry system and after I'd played it for a while I could do most of the bossfights without being hit. I hear a lot of complaints about Monsoon but I could parry all his attacks easily. (Except for the final boss of course, man that was a hard fight.)

I prefer the parry system in that game to most other defense systems.
 

Piorn

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Raiden doesn't use a shield, how would he be able to block? Hold his sword sideways in front of him while people magically glance off his back?
Parrying works fine for me. It keeps you involved in the combat.

Sure, the game had it's problems, but I enjoyed it, and it was certainly not "awful".
 

PBMcNair

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zerkocelot said:
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Zandatsu is where you rip out an enemies spine for health/energy. You will NEVER do that against Monsoon.

So maybe you're not explaining yourself all that well ?
 

zerkocelot

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Piorn said:
Raiden doesn't use a shield, how would he be able to block? Hold his sword sideways in front of him while people magically glance off his back?
Parrying works fine for me. It keeps you involved in the combat.

Sure, the game had it's problems, but I enjoyed it, and it was certainly not "awful".
I see that but it was frustrating on a deeper level to me...
 

Jedamethis

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zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
As well he isn't parrying most of the time he is blocking (which comes from a slow parry, ugh), just think about these decisions for the layout... block should be its own button and seperate from the parry or at least tacked on to the block instead of vice-versa like in other games.
Wait wait wait slow down, what? What do you mean by that? What makes a parry different to a block?
a lot.
Okay. So a block blocks an attack, and a parry...?
Also blocks an attack because that's what a parry is? Or are you thinking of a counter-attack.
since you seem earnest in your curiosity a parry is the reflection of an attack and a block is the absorption of an attack they can have very different properties depending on the game you're playing the Parry in Metal Gear Rising would lead to the counter attack zandatsu
Ahh, right, I see now. You can't zandatsu straight away, because that would make the game piss-easy, wouldn't it? So of course you can't parry into zandatsu right away either, and it would ruin the point of the boss fight if you could kill them the same as any normal enemy. With weaker enemies, you can slash them apart with gay abandon, because they're weak, and so the parry counter works. Stronger enemies like the hammer guys need to be worn down before they can be cut open, so the parry counter doesn't work, and you instead parry/block the attack.
Which makes sense, right? Weaker, unarmoured enemies attack, you parry their weapon aside with your superior strength, and cut them open. Stronger, armoured enemies attack, it's a little hard to deflect an oncoming hammer blow with a blade, so you have to block it. Or you manage to deflect it, but you can't deflect it enough to leave them open to a counter-attack. Besides, they're armoured so you can't cut them open yet anyway.

I don't see that it's a flaw in the game, just like, say, not being able to sprint great distances isn't a flaw in real life. It'd make some things a lot easier, definitely, but there's a reason you can't and that reason makes sense.
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Well I guess that's fair enough. I don't agree with your conduct, but you do have a valid point. Ta ta!
thank you for participating I'm sorry if I was rude but I just get invested in these conversations haha
Ah, that's alright. Arguments aren't about who's right, they're about understanding each other, and we got that sorted. It would be nice if there was some separation between parrying and countering. Hell, even just having to press a button to attack just after would be quite good.
 

zerkocelot

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PBMcNair said:
zerkocelot said:
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Zandatsu is where you rip out an enemies spine for health/energy. You will NEVER do that against Monsoon.

So maybe you're not explaining yourself all that well ?
you can zandastzu him to split him imto pieces and attack his head... see video
 
Dec 14, 2009
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zerkocelot said:
Daystar Clarion said:
zerkocelot said:
Zetatrain said:
zerkocelot said:
Zetatrain said:
I really enjoyed the game and if there was one problem I had with the parry system it was the fact that the game's tutorial was unclear about how it worked so it took a few hours of trial and error to get it down.

Now by hit stun do you mean simply knocking them off balance and interrupting their attacks for a brief moment or do you mean the stun effect that takes place after successfully performing a counterattack (this is represented by that "dizzy" symbol that a appears over the person's head)?
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them. Blocking monsoons psychp crusher attack leaves you in blockstun and he goes right through you 3 times...no fun
Doesn't sound like a difficult question to answer. I even gave you a of couple examples; do either of them fit the description of what a hit stun is in MGR? Also can you be a little bit more descriptive of the Psycho Crusher attack? I can't quite remember which attack that was.

Since no one else seems to be discussing the issue of hit stuns with regard to bosses and certain enemies with you I'd like to think that answering my questions so that I can continue this discussion would be worth your time.
You're right I'm sorry... I am just now realizing this after reading another 5 "I love the game and I understood the Parry system" shallow posts. Its the former the latter is zandastzu I believe. my first response was also to the guy who didn't know the difference between a block and a parry. see m bisons pyscho crusher (flying body attack head first)


You dismiss those posts as being shallow, yet because the parry system doesn't work exactly how you want it to, it makes the game 'awful'.

Seems legit ¬_¬

I wonder what you think of a game that was actually bad, rather than just ripping on a game because it doesn't match the way you think the parry system should.
misinterperates objective for subjective and comes off condescending... seems legit
You think that's condescending? My oh my :D

For someone who talks about subjectiveness, you sure went out of you way to tell us why the game is awful, not why you think the game is awful. There's a difference.
 

zerkocelot

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Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
Jedamethis said:
zerkocelot said:
As well he isn't parrying most of the time he is blocking (which comes from a slow parry, ugh), just think about these decisions for the layout... block should be its own button and seperate from the parry or at least tacked on to the block instead of vice-versa like in other games.
Wait wait wait slow down, what? What do you mean by that? What makes a parry different to a block?
a lot.
Okay. So a block blocks an attack, and a parry...?
Also blocks an attack because that's what a parry is? Or are you thinking of a counter-attack.
since you seem earnest in your curiosity a parry is the reflection of an attack and a block is the absorption of an attack they can have very different properties depending on the game you're playing the Parry in Metal Gear Rising would lead to the counter attack zandatsu
Ahh, right, I see now. You can't zandatsu straight away, because that would make the game piss-easy, wouldn't it? So of course you can't parry into zandatsu right away either, and it would ruin the point of the boss fight if you could kill them the same as any normal enemy. With weaker enemies, you can slash them apart with gay abandon, because they're weak, and so the parry counter works. Stronger enemies like the hammer guys need to be worn down before they can be cut open, so the parry counter doesn't work, and you instead parry/block the attack.
Which makes sense, right? Weaker, unarmoured enemies attack, you parry their weapon aside with your superior strength, and cut them open. Stronger, armoured enemies attack, it's a little hard to deflect an oncoming hammer blow with a blade, so you have to block it. Or you manage to deflect it, but you can't deflect it enough to leave them open to a counter-attack. Besides, they're armoured so you can't cut them open yet anyway.

I don't see that it's a flaw in the game, just like, say, not being able to sprint great distances isn't a flaw in real life. It'd make some things a lot easier, definitely, but there's a reason you can't and that reason makes sense.
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Well I guess that's fair enough. I don't agree with your conduct, but you do have a valid point. Ta ta!
thank you for participating I'm sorry if I was rude but I just get invested in these conversations haha
Ah, that's alright. Arguments aren't about who's right, they're about understanding each other, and we got that sorted. It would be nice if there was some separation between parrying and countering. Hell, even just having to press a button to attack just after would be quite good.
how refreshing. and good ideas for a solution. I do commend them for trying something new but it was a matter of breaking something that isnt broken instead of improving on it.
 

zerkocelot

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Daystar Clarion said:
zerkocelot said:
Daystar Clarion said:
zerkocelot said:
Zetatrain said:
zerkocelot said:
Zetatrain said:
I really enjoyed the game and if there was one problem I had with the parry system it was the fact that the game's tutorial was unclear about how it worked so it took a few hours of trial and error to get it down.

Now by hit stun do you mean simply knocking them off balance and interrupting their attacks for a brief moment or do you mean the stun effect that takes place after successfully performing a counterattack (this is represented by that "dizzy" symbol that a appears over the person's head)?
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them. Blocking monsoons psychp crusher attack leaves you in blockstun and he goes right through you 3 times...no fun
Doesn't sound like a difficult question to answer. I even gave you a of couple examples; do either of them fit the description of what a hit stun is in MGR? Also can you be a little bit more descriptive of the Psycho Crusher attack? I can't quite remember which attack that was.

Since no one else seems to be discussing the issue of hit stuns with regard to bosses and certain enemies with you I'd like to think that answering my questions so that I can continue this discussion would be worth your time.
You're right I'm sorry... I am just now realizing this after reading another 5 "I love the game and I understood the Parry system" shallow posts. Its the former the latter is zandastzu I believe. my first response was also to the guy who didn't know the difference between a block and a parry. see m bisons pyscho crusher (flying body attack head first)


You dismiss those posts as being shallow, yet because the parry system doesn't work exactly how you want it to, it makes the game 'awful'.

Seems legit ¬_¬

I wonder what you think of a game that was actually bad, rather than just ripping on a game because it doesn't match the way you think the parry system should.
misinterperates objective for subjective and comes off condescending... seems legit
You think that's condescending? My oh my :D

For someone who talks about subjectiveness, you sure went out of you way to tell us why the game is awful, not why you think the game is awful. There's a difference.
lol I did I approached it objectivly... you need to read things over two or three times..
 

PBMcNair

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zerkocelot said:
PBMcNair said:
zerkocelot said:
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Zandatsu is where you rip out an enemies spine for health/energy. You will NEVER do that against Monsoon.

So maybe you're not explaining yourself all that well ?
you can zandastzu him to split him imto pieces and attack his head... see video
You mean where you target his head in blade mode, and don't yank out his spine. Yeah that's not a zandatsu.

http://metalgear.wikia.com/wiki/Zandatsu

Its just targeting a specific point in Blade Mode.
 

zerkocelot

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PBMcNair said:
zerkocelot said:
PBMcNair said:
zerkocelot said:
I don't want to insta kill bosses after one parry I just want to know when a parry will happen or when a block will happen because its varies from every attack a boss can do... it requires trial and error throughout the game. I could perfectly time a block/parry manuveur agaisnt a monsoon psycho crusher but never get a zandastu but versus other moves I do.. its learning specifics instead of a system.. no fun
Zandatsu is where you rip out an enemies spine for health/energy. You will NEVER do that against Monsoon.

So maybe you're not explaining yourself all that well ?
you can zandastzu him to split him imto pieces and attack his head... see video
You mean where you target his head in blade mode, and don't yank out his spine. Yeah that's not a zandatsu.

http://metalgear.wikia.com/wiki/Zandatsu

Its just targeting a specific point in Blade Mode.
my mistake hopefully understandable as both things happen in slow mo blade mode..
 

PBMcNair

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Aug 31, 2009
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Understandable enough.

But see how when YOU didn't understand a mechanic, I explained it.

zerkocelot said:
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them.
There's a fine line between esoteric and elitist. Try to stay on the pleasant side of it.
How can you expect a fair discussion of mechanics, if you're not even willing to take 5 minutes to link to some explanations.
 

Zetatrain

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Sep 8, 2010
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zerkocelot said:
Zetatrain said:
zerkocelot said:
Zetatrain said:
I really enjoyed the game and if there was one problem I had with the parry system it was the fact that the game's tutorial was unclear about how it worked so it took a few hours of trial and error to get it down.

Now by hit stun do you mean simply knocking them off balance and interrupting their attacks for a brief moment or do you mean the stun effect that takes place after successfully performing a counterattack (this is represented by that "dizzy" symbol that a appears over the person's head)?
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them. Blocking monsoons psychp crusher attack leaves you in blockstun and he goes right through you 3 times...no fun
Doesn't sound like a difficult question to answer. I even gave you a of couple examples; do either of them fit the description of what a hit stun is in MGR? Also can you be a little bit more descriptive of the Psycho Crusher attack? I can't quite remember which attack that was.

Since no one else seems to be discussing the issue of hit stuns with regard to bosses and certain enemies with you I'd like to think that answering my questions so that I can continue this discussion would be worth your time.
You're right I'm sorry... I am just now realizing this after reading another 5 "I love the game and I understood the Parry system" shallow posts. Its the former the latter is zandastzu I believe. my first response was also to the guy who didn't know the difference between a block and a parry. see m bisons pyscho crusher (flying body attack head first)
Thank you for your answer. Although unfortunately it seems that Jedamethis more or less summed up what I was gonna say so I can't really add much to this discussion.

I will admit that figuring out which attacks can be parried and which one can only be blocked can be an annoyingly difficult at time. It's also not helped by the fact that its a split second that determines whether or not you perform a block or parry. As a result, if you end up blocking an attack it can be unclear whether or not you tried to parry too soon or if its just simply impossible to parry the attack. I've beaten Monsoon 4 times (if you include the Monsoon AI)and I still don't quite understand all of this attacks. The Senator is even worse in this regard though I've only beaten him once so it could be an issue of me not doing enough trial and error.

In the end I still like the parrying system and don't think its flaws are as bad as you say they are, but I can't exactly fault you for thinking so.
zerkocelot said:
PBMcNair said:
at the risk of sounding esoteric I can't explain every piece of terminology inherint in a fighting game because that would take a long time this post is meant for the discussion of hardcore mechanics and people who understand them.
There's a fine line between esoteric and elitist. Try to stay on the pleasant side of it.
How can you expect a fair discussion of mechanics, if you're not even willing to take 5 minutes to link to some explanations.
To be fair he did answer my question, and his initial response was the result of confusing my post with another one.