this post was submitted on 01 Mar 2024
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This bothered me a lot when I first started playing these games, but it's actually a good thing once you're very familiar with it. Everything becomes very predictable when you know the timings of your enemies and your own moves, so you can know ahead of time whether or not something is going to play out the way you want, and sometimes you can even back out without getting punished.
There's no delay in rolling in any of the games, it's starting to sprint that's delayed. The roll comes out the moment you let go of the button, so you can have it come out in 1 frame. If you have it ingrained in your head that it comes out on release (instead of on press) you'll be in full control with no delay.
But everything else is pretty true lol. I think the hitboxes are a lot better than people make them out to be, though, except for DS2.
It's delayed in the sense that it doesn't happen on pressing the button but on letting it go, so it takes a split second longer than you might expect. If it went on press it would not appear to be delayed by a millisecond, as any game where the dodge is it's own dedicated button would show. It's super easy to hold the button down longer than intended in an intense moment and end up taking a hit because of it.
True, and it's definitely not ideal. But what I'm saying is calling it "delayed" isn't accurate, because the real issue is that the trigger isn't what it appears to be. It's unintuitive, but not "delayed."
Like, once you're over the hurdle of getting the muscle memory for having the button held down a moment or two before you need to roll, there's no difference in timing.
Now if I could just get advice for the one game I haven't 100% achievements in: Sekiro.
It's not the inputs, or the patterns, or my timing... It's that I can't see through all the flashes and sparks that fly up when you're in a fight. I've been stuck on Owl forever because the second half of the fight is so crazy, I end up losing sight of the man and can't react to him. 🤣