Bear in mind this was being played on the highest difficulty setting which is meant to be stupidly challenging. At lower difficulties it's not essential to cancel or jump out of combos.zerkocelot said:To all the people who resent me using the word mashing... look at the admiteedly adept player here, even he will be propelled past his target (needing to jump or cancel his string otherwise to make it safe) whilst using a special strategy he found was affective (spamming the divekick). LOOK AT WHAT HAPPEN AT 26:50 the exchange next to a wall causes the camera to go berserk and he was only safe from a stupid attack cause moonsoon jumps away. It's hard to deny the rough gameplay when you show me evidance. 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.
The camera works well for the most part one example out out 52min isn't bad.
You seem to be looking for a competitive fighting game experience à la Street Fighter rather than a hack n' slash like MGR.