I would love to see dark souls 2 (i forgot, did you play that game ?) to see if players are bad or if dark souls 2 had truly shitty hitboxes Edit: (didnt see the end of the video, nice !
@Lulumorell I was curious about that too, I haven’t seen too much on the actual hitboxes of DS2 and why they’re the way they are. Mostly just people complaining about them.
I'd be curious to know how my fav studio Team Ninja does things in games like Nioh, Wo Long, Stranger of Paradise. Or the older titles like Ninja Gaiden. I will tune in regardless of what you cover, love the vibes and the insights.
Minor correction: the dancing lion isn’t just 2 dudes in a costume, it’s actually the spirit of a divine beast inhabiting their bodies and using them as a puppet to fight you, which is pretty ironic. The puppet masters are the actual puppets
Yes. Someone tried to gaslight me saying that it wasn't changed, I just got better at dodging it. I was like nah you are drunk if you think that grab is unchanged. They probably didn't encounter the hippo before the patch.
Okay so I have an explanation for dodging the scadutree avatar explosion move. Basically: don't try to dodge the explosion; run away from the explosion, then dodge right after it happens to avoid the projectiles. The explosion itself is your que to dodge. How you're supposed to figure this out in-game? I don't know, but here you are. It's pretty consistent to do once you learn this.
Maybe I could give an example on how one might learn this ingame? This is only based on my own experiences, mind you. It is by no means a base line. :) I figured this out while playing on, I think, my second attempt at the boss. The boss can move about a lot with some of its moves, and staying in its face can be somewhat difficult at times, so I tended to keep my distance instead of constantly sprinting after it. A lot of the DLC bosses were anathema to my understanding of how the game works, but the avatar was in a really big arena, and I tend to run to evade a lot anyways (which also was why I had way more trouble with Messmer dashing behind me than I should have had). As a result, I often was out of range of the explosion itself, and after getting hit by the subsequent projectiles once or twice, I learned that dodge timing.
I dunno, maybe I am crazy, but when I see something leaking and obviously be about to explode I run away instinctively. Never had issues with that move.
So, fun fact, the Putrescent Knight actually holds two copies of it's cleaver as an animation shortcut. To make an object move with something else (say, the hand of the person that's holding it), you parent that object to that other thing, which makes it stick to it. Most of the time, this works fine, but the putrescent knight's kinda odd in that it can change which hand is holding the weapon depending on what attack it does. Swapping an object's parent from one hand to the other during an animation can be really messy and awkward to deal with, so the Putrescent Knight actually just has two weapons, one in each hand, and the game just hides the one in whatever hand it wants to let go of the weapon. I would've thought that when it throws it it hides both and uses a third version that isn't parented to either hand, though, so that wouldn't account for it splitting like it does. I certainly wouldn't expect it to throw both. My assumption is that they *are* using a third instance, but they accidentally made both the thrown and held version visible at the same time during a section where they were supposed to be blending positions so that the thrown one lands in it's hand correctly, and they move slightly differently because they don't have the same movement before their keyframes start matching.
Not a lot of players know this, but the hippo got shadow-patched. When you fought it during the two days after the dlc released its grab attack was basically impossible to dodge. It did something similar to what you showed with the flame basket man’s grab attack, where you would dodge the attack (didn’t matter which side) and once it’s mouth closed you got teleported back inside. This would happen even if you were past its ear and mid-roll. Weirdly I never struggled with the flower’s laser attack. It definitely smoked me a few times, but then I learned the timing. I always thought the more confusing attack was the one where a bunch of glowing circles appear on the ground where you’re standing and then roots erupt from them. It looked like you could stand between them like the fire giant’s flame pillars, but really the roots hit you regardless so you just have to run away. I’d like to see where the hit boxes are on that attack. Edit: Also they fixed the Rellana exploit you talked about weeks ago. I’m honestly a bit disappointed they fixed it, because while it’s true that it trivialized the attack, it was also freaking hilarious.
That silly DLC where you can consistently and easily dodge MULTIPLE TACTICAL NUKES. But have trouble with touching the face of a boar or rolling a Spear when it has a slight angle on a swing instead of a thrust.
You admirable rebel, you... 😉 Nah, it seems well regarded, honestly. Most probably kinda dread the 3 phases/AOE homing bleed snipes from hundreds of feet away aspect of the fight, but, I'm sure most agree... just look at it, it's awesome visual design.
The most consistent way to dodge Gaius' charge in my experience is to strafe in one direction and then dodge in the opposite direction at the last second. The makes it so that he has to start turning in the direction you're strafing and won't have enough time to turn to catch you while rolling the opposite way. Dope video btw :)
You can also get onto or off Torrent while standing still. This gives you enough i-frames to just have Gaius run past you. :) Getting on or off Torrent while moving doesn't have the same protective effect, mind, so you have to do it after coming to a full stop.
If you're in light roll it's very easy to dodge. It's a shame tho they did it like that, because apart from that stupid attack it's by far one of the best fights of the entire game, it has a great flow, non aoe visual cluster fuck, etc
Worst part about Putrescent knight's wave flames is not the hitbox, but how much fire stays on the ground and you can't tell where one wave starts and ends when they land close together. The lingering fire makes it hard to tell where is the start and hitbox of the next wave
This is so true lmao DS2 is my least favorite of the original Trilogy but I genuinely would rather deal with it's hitboxes rather than ER's. Except the mimic, fuck the mimic.
and actually most of the DS2 hitboxes are a lot tighter than I initially thought. The difference I was noticing was the difference in i-frames. Meanwhile ER has the most inflated hitboxes I think I've ever seen.
The hitboxes are supposed to be wonky, its in the lore! According to the texts found in the ancient ruins of Rauh the reason the hitboxes don't line up is because the hitboxes are made by the jester of the courts in the outer worlds. He is well known for playing these sorts of pranks. He is also the one who tanks the frame rates and frame times to mess with the tarnished.
The reason is because you want to avoid having too many colliders for performance reasons. Most engines only support capsules and boxes for the same reason, meaning they use the best approximation with those tools for optimal performance. Just like any other game on the market does it.
Absolutely criminal that you never went over the gravity meteor move Radahn has. Thanks, i'll continue to wonder how I keep getting hit by that until the end of time.
Just wanted to note how narrow Mesmer’s hitboxes are on his spear lunges. The people no hitting Mesmer simply strafe and run left for a lot of his attacks, and some you can comfortably jump over oddly enough. Fascinating skill expression is possible with that fight, making him one of the best FromSoft have crafted.
Then he has some pretty wonky hitboxes on other spear thrust and snake attacks. A lot of spear attacks will just hit you 90° to the side of his spear and same with the snake bites. Like they wanted to make him unstrafable and make you only rely on I-frames. Don't really see the hype with him. A nice spectacle with a lot of wonky attacks.
@@falcoon_f_zero9450fight him again and take your time. learn dem patterns! i swear the community isn’t hyping him up. he’s awesome once you know how to dance with him. only reason i commented is so that hopefully you give it another shot and see the light! no hate 👑
@@falcoon_f_zero9450 His grab hitbox is garbage, it has Dark Souls 2 energy. That grab is the only reason I don't consider him an S-Tier boss. Fix that hitbox to not be so large and he's an S-Tier fight. However he's still my pick for best boss in Elden Ring by a long-shot.
Parrying enemies in elden ring is so fun but I hate that there’s no real way to know which attacks are and aren’t parryable other than just trial and error. How did they go from sekiro having clear indicators of what you can and can’t parry to literally nothing in elden ring?
@@cornbread9512prolly cuz in sekiro parrying is a core part of the gameplay with dodge being the secondary mechanic that is not as important. in elden ring, they changed it back to classic dark souls where rolling is more important and parrying is secondary. but i agree it’d be nice if there was more clear of an indication of which attack u can parry. idk if i explained that right but that’s most likely the answer
9:40 could be something to do it being a reskin Sulyvahn's Beast? Both share this charge attack and the Sulyvahn beast has it's entire head tilted during this.
@@theblackbaron4119 that's how like every game works though. If everything in a game was completely original and unlike every other game then barely anybody would like the game.
Dude, what a fun video. Never even considered the possibility of someone pulling back the curtain on this technical aspect. I give this video five bags of popcorn and a mysteriously unattached 2-frame hit box under a charging boar boss.
19:11 you're giving the wrong impression here. The first laser is angled too far downwards, there's no safe spot below. The second laser, yes, you can blindspot by running underneath. But the first laser is complete bullshit, it's basically unavoidable. I don't know what they were thinking when they made this, but I guess it's meant to be a middle finger to the part of the player base that likes to not get forcibly hit. The only two ways I know to evade the attack are: 1. use a combination of the new Miriam's vanishing into a Bloodhound's Step to go through the laser with enough s&movement; 2. be absurdly far away before the attack even begins and outspace the first laser. For 1 you require a very specific setup and I'm not sure how reliable it is (I haven't personally tried it) For 2 it requires you to play the fight in a SUPER passive and boring way, you basically run a marathon around the arena and only bait out and punish one attack which is the big aerial spin. I've tried to come up with another way to dodge it with just regular running and dodging, testing them repeatedly by using cheats, but there's just... nothing that can be done.
@@rowanball3830 Raptor of the Mists doesn't actually work. Both the laser and AoE in the middle spawn consistently spawn new hitboxes. You get hit the moment your s end, before you can touch the ground to perform another action. On second thought -- it might work in combination with Miriam's Vanishing, if that's what you meant.
@@nickhoude21 what you watch him literally do is walk under the 2nd pass of the laser. hence the comment complaining that it's misleading because the first pass of the laser cannot be avoided this way
all you have to do to hide the bad hitboxes of your game is to make every attack like lighting fast and players wont notice lol spam to the rescue, spacing and straffing is taken off the table, i miss when one could strafe attacks without having to look at frame data
This kind of summarizes my preference for older from soft. Elden Ring is great but kind of becomes a rolling simulator for most bosses. Spacing and positioning aren’t as much of a factor as previous titles.
Wait there is frame data being shown? I thought this was comedy skit with some background videos! My own poor attempt at humor out of the way, keep up the good work. I’m liking the content; humor and all.
The way the Furnace Golem jump works is that there's a sphere near the boss that hits even if you're jumping but if you are far away you can jump the flames that reach further.
@@FriedShrimp04 Considering the similarity, and history of asset reuse. The furnace golem is probably literally just a modified and reskinned Iron Golem.
@@JoseViktor4099i’m a dumbass but i’m pretty sure the goal with hit box accuracy is the congruency in size and shape between the hit boxes and the object in question (weapons or whatever’s coming at you) like as a random example of my understanding: radahns sword and hitbox should be as close to the same size and shape of the sword as possible. if they’re too large he’d be able to hit you without hitting you, and too small-well he wouldn’t be that difficult. edit: radahns HITBOXESSS*** bc there are TWO swords. i just woke up like 20 min ago but the point still stands lmao 🫠
@@NemoShallowbath I even asked chatgpt the question and look Up forums, Because I ask why Fromsoft attacks are bigger than the weapon itself, I got Some things; First because on weaponry animations especially on complex ones this seems to be harder to aligns, so a Big hitbox could cover the jank of a weapon. Idk how that works, as I work on 2D games, but Im aware that Some shapes are far more efficient than others, therefore is why they never make other shapes than cubes, cilinders, or spheres. It can be also to increase the difficulty on attack to catch you better, specially on the grabs, which hitboxes are normally enormous, which is something that happens to DS1, DS3 and ER. This, of course, seems to be acknowledged by Fromsoft, and is why they make hitboxes unfair also at your favor, strightswords ends on a Big sphere you can attack easier so DS2 situations where your weapon misses are less often. They also increased your I frames, and the croutching and jumping increases significantly the hitbox as well.
@@NemoShallowbath As far as I know, you can't (or better said, shouldn't) get hitbox accuracy that meshes Well with the weapon because that is insanely demanding, which is why they use cilinders and spheres, because they are quite efficient. This is the information of what I got after asking myself why this happened.
For me personally, the Scadutree Avatar was the hardest fight for me (other than Radahn. I feel like that’s a given lol) Idk why, it doesn’t have a lot of health and is VERY weak to fire. I just found it to be annoying. The multiple health bars, the running around, THE DAMAGE(granted I played the DLC for the first time on NG+5…I joked that I would but ended up doing it) But it is a good boss in my opinion tho. Also I completely agree about Consort Radahn. Phase one was fun, phase two was…yeah.
@@Blubbpaule Honestly, Elden Ring became less about actually dodging attacks and just hoping and praying the hitbox doesn't catch you despite you being midroll and past it already. I just, I do not think Elden RIng is that great of a game. The open world is literally pointless, it serves no goal except to have a glorified korok hunt, and half of the random catacombs didn't even need to be there. ER is one of those games that, if you removed half of the bs and made the world more structured, it'd only improve the product. Plus, SotE is way too expensive for a dlc.
@@DakumunDahBat Honestly, fair. I may not fully agree but you do make a good case. I kinda liked the open world the first time but it did become more of a chore when I went through it again. But I did love the game nonetheless. Although I might be a little biased because it was my first ever souls game lol
Wow the hitbox on Radahn's swords just confirmed what I had thought when I first beat it. HORRIBLE and LAZY design. That hitbox should not extend that far from his sword, that's just utter garbage laziness. I was wondering why I was getting hit by his sword even though I was 3-4 body character lengths away from it. Clearly out of it's visual range, but obviously not outside of the hitbox. Horrible.
This is the chillest gaming content i've seen in quite a while. Just a guy with a calm voice and reasonable takes explaining stuff with an occasional joke. Love it.
10:00 you joke but he's still an Elden Ring dlc boss, those wimpy slaps cannot be interrupted by anything and still shave off a quarter of your hp each. The Land of Shadow is relentless.
I have never seen anyone struggle this hard against the last Scadutree stage lol, it's pretty much just a cineastic element to show how desperate it is, while it's already getting killed
Rahdan learned from his battle in aeonia and nuking the heavens out of the player at the the very end of the game, for a SECOND time, is one of Miyazaki’s greatest jokes so far. Right up there the Capra demon bomb rush, all of DS2, and Micolash 1 tapping you with a call beyond.
The thing I don't understand with these "Stand directly in rellana's face" sort of hitboxes is there isn't any clear visual way to figure out the hitboxes even work like that. Like how would the average person figure that out by just fighting the boss?
Consort Radahn is the only boss I cheesed. I couldn't, I am not good enough. No hit first phase consistently only to do absolutely nothing in second phase. NG+ did not help. Verdigris armor, great shield and antspur rapier got me through it. It was the most unsatisfying fight I have ever experienced.
I still haven’t beaten him. Honestly with the Elden ring dlc in general I just don’t get that satisfaction of defeating a boss anymore. It feels more like a chore instead of actual fun. Whereas bloodborne has awesome boss fights.
Regarding Commander Gaius' weird hitboxes on his charge: if I had to guess they're development artifacts. At some point he likely left a damaging (gravity?) trail behind him when he charges, leaving a line of hitboxes tethered to the ground. This meant he didn't need a body hitbox: just spawn the trail hitboxes in the front of his model and they do double duty. But then Gaius was changed and the damaging trail was removed. Instead of removing the trail hitboxes entirely and adding a new body hitbox, the developers took the easy way out and simply made the trail hitboxes despawn so quickly they never get longer than his body length. A clever, time saving trick, but one that results in the inconsistency we see in the game.
based on my own experience, parry most often requires you to press the button well before the attack actually lands, or appears to land. the parry has a wind up animation, so the parry doesn't take effect immediately after you press the button, kinda similar to dogde roll. so unless you are one of those freak people who can time frames perfectly, by the time you are reacting to the hit actually happending on screen, it's already too late. this is also why quick attacks are often easier to parry compare to slow attacks. for quick attacks, you just need to find that one tell during the animation where you need to press the button. for those super long slow attack where the wind up animation is basically just another stand alone animation sequence, it's much harder to find that tell in the animation to assist with timing.
As someone who spent a lot of time coming up with strategies to dodge boss attacks when the DLC first came out I appreciate being able to see the mechanics that allow for those strategies to work
12:59 - I've never seen that advice. I always heard the advice of "Divide the attack animation in two- one for the wind up, one for the slash coming towards you. You need to parry at the moment you see the sword coming towards you" hasn't failed me since Demon's Souls all the way to Elden Ring, and including Bloodborne.
Bayle is no Pierce Brosnen as a dragon would not do well in the role of James Bond, but otherwise it’s a wonderful cinematic boss fight. Five bags of popcorn and one finger of Igon because we could all use a little help with this thing.
You're spot on concerning parry timing. - In the original Dark Souls (and probably Demon's Souls?), parry frames were active immediately. Very silly. So advice tended to be "parry just before it hits you". - DS2 had very delayed parries (avg. 7F startup, given 30 FPS), but that game had a very complex setup where cancelling into parries would skip some startup frames. - DS3 has similar parry timings to ER, but I think the hitbox size is larger? Since it's known for backwards parries. - ER quietly made all parries a constant 4F startup in a post-DLC patch, tremendously buffing the slower startups (everything but Buckler and the special parries were >4F). Rellana is such an excellently designed parry boss. From seemed to move away from parryable bosses in DS3+ER due to how it can trivialize enemie: (see Cinder not being parryable, and how it entirely trivializes Pontiff phase 1. They already had the multi-parry juice in the base game, just not used too much (and rarely for main/unique bosses). They really figured it out in the DLC. (They really figured out shields overall in Elden Ring. So much meaning outside of "hold L1 to not die".)
I'm sick of people not acknowledging the fact that fromsoft makes these great games that get patched all the time but they never fix attacks that you can't avoid in a reasonable fashion
Radahn (both versions), Gaius, and I believe the hippo have all had hitbox changes for attacks that were deemed too difficult to avoid. Consort Radahn even had multiple attacks slowed down.
@XogoWasTaken I could'a sworn the thing the changed with Gaius was his spawn position after the first attempt rather than any of his hitboxes. He used to spawn so much closer to you when you reattempted the fight than he did when you first walked into the boss room
TH-cam's recommendations algorithm has blessed me with this video, and that's a really high quality content right here, keep it up pal. I'd love to see some Bloodborne tho, cuz it's the only FromSoftware game (except from Sekiro) I consider GOOD (and it's also the best Lovecraftian game), and I've struggled so much with this game at the beginning, but now I think I could beat it with my eyes closed.
For Radahns gravity pull in attack, I actually figured out it’s really wonky how it pulls you in. It seems it pulls you the opposite direction of where you are running. Therefore if you are charging towards him it’ll push you away instead. And if you stand still it just pushes you sideways.
Scadutree Avatar was one of my favourites xD The triple explosion caught me off guard for sure, but eventually, you learn to steer clear of it. I just love how it ramps up in desperation as the fight progresses. As for the hippo grab, uhh...simply sprint left or right. It won't have time to correct its course enough.
when i first fought the scadu avatar, i was so interested in exploring a new zone i didnt bother spend my MANY runes. then i got dumpstered by a boss i wasnt expecting. then when i tried to get my runes i got annhillated by one of the strongest spammable ranged attacks in the game (they nerfed the player version of the spell that isnt even as strong). i was very salty for the rest of my attempts.
you can dodge Gaius's charge with a side roll to the side if you lure him by walking to one side and rolling to the other side. It seems to be easier and more consistent than rolling through him. Much easier with a light roll btw. You may not have to lure him if he starts a charge too close to you.
i am pretty sure being able to roll through Gaius' charge is an unintended side effect of how the hitboxes work it's one of those attacks where the devs want you to use a shield or defensive weapon art to avoid it and you're not supposed to roll it
Bro I feel like I could be in charge of hitboxes, why is it so hard to make the attack generally reflect the model lol, also the gauis charge is beyond goody
Honestly kinda shocked he didn't mention the janky double hit that can randomly happen on the charging attack and straight up just one-shot you if you fail the vigor test. It's annoying because shielding the charge is one of the best ways to deal with the move without having to deal with the dodging RNG, but jk because sometimes that random double hit causes a guard break that makes you take the hit anyway because each hit basically takes away your entire stamina bar even if you're up around the 40-50 stamina range
The Midra spin attack is surprisingly easy to dodge if you know the tactic. It's been a while since I last played the DLC, so my memory is a bit hazy, but it's possible to dodge it you just go and hug the boss and time your rolls correctly. The hitboxes miss you if you're within the "eye of the tornado", so to speak.
If they can do that shit where it spawns a billion butterfly spawnpoints, why do they insist on putting so few hitboxes on things that have complex shapes. like it can't be a performance thing, just seems like they don't really give a shit half the time
What other games should I crack open?
I would love to see dark souls 2 (i forgot, did you play that game ?) to see if players are bad or if dark souls 2 had truly shitty hitboxes
Edit: (didnt see the end of the video, nice !
An of the other Soulsbourne games! Dark Souls 2 is the top of my list!
@Lulumorell I was curious about that too, I haven’t seen too much on the actual hitboxes of DS2 and why they’re the way they are. Mostly just people complaining about them.
Bloodborne
I'd be curious to know how my fav studio Team Ninja does things in games like Nioh, Wo Long, Stranger of Paradise. Or the older titles like Ninja Gaiden.
I will tune in regardless of what you cover, love the vibes and the insights.
Minor correction: the dancing lion isn’t just 2 dudes in a costume, it’s actually the spirit of a divine beast inhabiting their bodies and using them as a puppet to fight you, which is pretty ironic. The puppet masters are the actual puppets
Still just two dudes but okay then
@@twotugtony7221 I guess the gargoyles are all "just a bunch of dudes," then, huh?
@jackreacher7495 are they literally puppets? No? Then no, it's just two dudes cause it's literally just two dudes 🤣
@@twotugtony7221 no they ARE literally puppets. Cant you read?
They actually changed the hitboxes for the Hippo's grab attack. It used to be much worse.
I left a comment about just this. It was so bad before the shadow patch.
Yes. Someone tried to gaslight me saying that it wasn't changed, I just got better at dodging it. I was like nah you are drunk if you think that grab is unchanged. They probably didn't encounter the hippo before the patch.
@@MangoMeoww tbf i didnt have problems with it before patch either...
@@MangoMeowwi mean it's not like you can provide a video proof of the frame data to prove your point lol
@@mysmallnoman Why would I need to? 1.12.3 go read the patch notes lol.
Okay so I have an explanation for dodging the scadutree avatar explosion move. Basically: don't try to dodge the explosion; run away from the explosion, then dodge right after it happens to avoid the projectiles. The explosion itself is your que to dodge.
How you're supposed to figure this out in-game? I don't know, but here you are. It's pretty consistent to do once you learn this.
Honestly I just learned to dodge it consistently by getting smoked like twice and then figured out the timing. It didn’t seem that hard.
Maybe I could give an example on how one might learn this ingame?
This is only based on my own experiences, mind you. It is by no means a base line. :)
I figured this out while playing on, I think, my second attempt at the boss.
The boss can move about a lot with some of its moves, and staying in its face can be somewhat difficult at times, so I tended to keep my distance instead of constantly sprinting after it.
A lot of the DLC bosses were anathema to my understanding of how the game works, but the avatar was in a really big arena, and I tend to run to evade a lot anyways (which also was why I had way more trouble with Messmer dashing behind me than I should have had).
As a result, I often was out of range of the explosion itself, and after getting hit by the subsequent projectiles once or twice, I learned that dodge timing.
I found it pretty easy to dodge. It has a pretty obvious audio cue.
You’re also giving a large amount of punish time doing that
I dunno, maybe I am crazy, but when I see something leaking and obviously be about to explode I run away instinctively. Never had issues with that move.
So, fun fact, the Putrescent Knight actually holds two copies of it's cleaver as an animation shortcut. To make an object move with something else (say, the hand of the person that's holding it), you parent that object to that other thing, which makes it stick to it. Most of the time, this works fine, but the putrescent knight's kinda odd in that it can change which hand is holding the weapon depending on what attack it does. Swapping an object's parent from one hand to the other during an animation can be really messy and awkward to deal with, so the Putrescent Knight actually just has two weapons, one in each hand, and the game just hides the one in whatever hand it wants to let go of the weapon.
I would've thought that when it throws it it hides both and uses a third version that isn't parented to either hand, though, so that wouldn't account for it splitting like it does. I certainly wouldn't expect it to throw both. My assumption is that they *are* using a third instance, but they accidentally made both the thrown and held version visible at the same time during a section where they were supposed to be blending positions so that the thrown one lands in it's hand correctly, and they move slightly differently because they don't have the same movement before their keyframes start matching.
I kinda like when hitboxes are smaller than the model and I'm not aware of it, it gives me extra dopamine on a "phew that was super close" moment
Fromsoft really did the meme with Promised Consort.
He really just went and said "parry this you filthy casual."
Not a lot of players know this, but the hippo got shadow-patched. When you fought it during the two days after the dlc released its grab attack was basically impossible to dodge. It did something similar to what you showed with the flame basket man’s grab attack, where you would dodge the attack (didn’t matter which side) and once it’s mouth closed you got teleported back inside. This would happen even if you were past its ear and mid-roll.
Weirdly I never struggled with the flower’s laser attack. It definitely smoked me a few times, but then I learned the timing. I always thought the more confusing attack was the one where a bunch of glowing circles appear on the ground where you’re standing and then roots erupt from them. It looked like you could stand between them like the fire giant’s flame pillars, but really the roots hit you regardless so you just have to run away. I’d like to see where the hit boxes are on that attack.
Edit:
Also they fixed the Rellana exploit you talked about weeks ago. I’m honestly a bit disappointed they fixed it, because while it’s true that it trivialized the attack, it was also freaking hilarious.
It was stated in patch notes, the hippopotato grab.
Wait they fixed the walking up directly to Relanna when she unleashes her magic combo?
Didn't Rellana still lack a hitbox on her arm during the beam slashes combo as recently as Ongbal's latest upload?
Wasn't a shadowpatch, they mentioned it in a patch note.
That silly DLC where you can consistently and easily dodge MULTIPLE TACTICAL NUKES.
But have trouble with touching the face of a boar or rolling a Spear when it has a slight angle on a swing instead of a thrust.
sometimes i feel like iam the only one that likes the scadutree avatar
I like them too
I love shpoople tree❤❤
Hehe… *YOU ARE*
I despise it
You admirable rebel, you... 😉 Nah, it seems well regarded, honestly. Most probably kinda dread the 3 phases/AOE homing bleed snipes from hundreds of feet away aspect of the fight, but, I'm sure most agree... just look at it, it's awesome visual design.
The most consistent way to dodge Gaius' charge in my experience is to strafe in one direction and then dodge in the opposite direction at the last second. The makes it so that he has to start turning in the direction you're strafing and won't have enough time to turn to catch you while rolling the opposite way. Dope video btw :)
You can also get onto or off Torrent while standing still. This gives you enough i-frames to just have Gaius run past you. :)
Getting on or off Torrent while moving doesn't have the same protective effect, mind, so you have to do it after coming to a full stop.
@@Galgamos Oh yeah, that also works!
If you're in light roll it's very easy to dodge.
It's a shame tho they did it like that, because apart from that stupid attack it's by far one of the best fights of the entire game, it has a great flow, non aoe visual cluster fuck, etc
@@Galgamos wait you can use torrent in that fight??
@@v0ldy54 It's one of my least favourite fights in the entire game + dlc 😅😅
Putrescent Knight scoodle-doots along while the player attempts to flip flop flee.
Modern day Shakespeare
@@MyBlindRun I plagiarized it from Chicka-Chicka Boom Boom.
Worst part about Putrescent knight's wave flames is not the hitbox, but how much fire stays on the ground and you can't tell where one wave starts and ends when they land close together. The lingering fire makes it hard to tell where is the start and hitbox of the next wave
I think the inconsistency in the way the mechanics are communicated to the player is not good.
Bad hitbox in ds2: 😠😠😠😠😠
Bad hitbox in ER: "You see, the thing is "
This is so true lmao
DS2 is my least favorite of the original Trilogy but I genuinely would rather deal with it's hitboxes rather than ER's. Except the mimic, fuck the mimic.
and actually most of the DS2 hitboxes are a lot tighter than I initially thought. The difference I was noticing was the difference in i-frames. Meanwhile ER has the most inflated hitboxes I think I've ever seen.
Hey! No facts allowed here! Only blind praise for Elden Ring.
Close enough Welcome back Dark Souls II
elden ring truly is ds2 2
The hitboxes are supposed to be wonky, its in the lore!
According to the texts found in the ancient ruins of Rauh the reason the hitboxes don't line up is because the hitboxes are made by the jester of the courts in the outer worlds. He is well known for playing these sorts of pranks. He is also the one who tanks the frame rates and frame times to mess with the tarnished.
checks out
Skill issue.
Some legends said that this jester affected the grabs from pararel universes, and that some DS bosses are cursed...
What a joker
The reason is because you want to avoid having too many colliders for performance reasons. Most engines only support capsules and boxes for the same reason, meaning they use the best approximation with those tools for optimal performance. Just like any other game on the market does it.
Absolutely criminal that you never went over the gravity meteor move Radahn has. Thanks, i'll continue to wonder how I keep getting hit by that until the end of time.
Did not expect this masterpiece before going to bed
Just wanted to note how narrow Mesmer’s hitboxes are on his spear lunges. The people no hitting Mesmer simply strafe and run left for a lot of his attacks, and some you can comfortably jump over oddly enough. Fascinating skill expression is possible with that fight, making him one of the best FromSoft have crafted.
Mesmer it's really one of the best bosses that Fromsoft made. He has everything, but nothing is over the top and everything is fair.
Then he has some pretty wonky hitboxes on other spear thrust and snake attacks. A lot of spear attacks will just hit you 90° to the side of his spear and same with the snake bites. Like they wanted to make him unstrafable and make you only rely on I-frames. Don't really see the hype with him. A nice spectacle with a lot of wonky attacks.
@@falcoon_f_zero9450fight him again and take your time. learn dem patterns! i swear the community isn’t hyping him up. he’s awesome once you know how to dance with him. only reason i commented is so that hopefully you give it another shot and see the light! no hate 👑
Not only that, Messmer’s weapon skill also rewards you with the possibility to use a roll attack, if you’re precise in your execution, a great boss
@@falcoon_f_zero9450 His grab hitbox is garbage, it has Dark Souls 2 energy. That grab is the only reason I don't consider him an S-Tier boss. Fix that hitbox to not be so large and he's an S-Tier fight.
However he's still my pick for best boss in Elden Ring by a long-shot.
Rellana's parry windows are supper forgiving, but the problem is I can never tell which attacks are parryable and which aren't
Parrying enemies in elden ring is so fun but I hate that there’s no real way to know which attacks are and aren’t parryable other than just trial and error. How did they go from sekiro having clear indicators of what you can and can’t parry to literally nothing in elden ring?
@@cornbread9512prolly cuz in sekiro parrying is a core part of the gameplay with dodge being the secondary mechanic that is not as important. in elden ring, they changed it back to classic dark souls where rolling is more important and parrying is secondary. but i agree it’d be nice if there was more clear of an indication of which attack u can parry. idk if i explained that right but that’s most likely the answer
9:40 could be something to do it being a reskin Sulyvahn's Beast? Both share this charge attack and the Sulyvahn beast has it's entire head tilted during this.
I knew it felt and looked familiar.
Yup, it's all just reskins. You paid 40bucks for a dlc with 97% recycled bosses from previous games in a new coat of paint
@@theblackbaron4119 Bro look at all your pathetic, salty ass comments on this video. Absolutely filtered
@@theblackbaron4119 that's how like every game works though. If everything in a game was completely original and unlike every other game then barely anybody would like the game.
@@theblackbaron4119 man every souls game is a $60 recycle of Demon's Souls (2009) but we play them because they're good games
Dude, what a fun video. Never even considered the possibility of someone pulling back the curtain on this technical aspect. I give this video five bags of popcorn and a mysteriously unattached 2-frame hit box under a charging boar boss.
I absolutely LIVE for your hitbox visualization videos. Always makes my day.
19:11 you're giving the wrong impression here. The first laser is angled too far downwards, there's no safe spot below. The second laser, yes, you can blindspot by running underneath. But the first laser is complete bullshit, it's basically unavoidable. I don't know what they were thinking when they made this, but I guess it's meant to be a middle finger to the part of the player base that likes to not get forcibly hit.
The only two ways I know to evade the attack are:
1. use a combination of the new Miriam's vanishing into a Bloodhound's Step to go through the laser with enough s&movement;
2. be absurdly far away before the attack even begins and outspace the first laser.
For 1 you require a very specific setup and I'm not sure how reliable it is (I haven't personally tried it)
For 2 it requires you to play the fight in a SUPER passive and boring way, you basically run a marathon around the arena and only bait out and punish one attack which is the big aerial spin.
I've tried to come up with another way to dodge it with just regular running and dodging, testing them repeatedly by using cheats, but there's just... nothing that can be done.
i was looking for this comment, it's too far down but totally agree
You can also use Raptor of the Mists. Technically you would be getting hit, but at least you won't take damage.
@@rowanball3830 Raptor of the Mists doesn't actually work. Both the laser and AoE in the middle spawn consistently spawn new hitboxes. You get hit the moment your s end, before you can touch the ground to perform another action.
On second thought -- it might work in combination with Miriam's Vanishing, if that's what you meant.
he literally does it in the video, you watched him do it, in full video proof, and then told him its not doable
@@nickhoude21 what you watch him literally do is walk under the 2nd pass of the laser. hence the comment complaining that it's misleading because the first pass of the laser cannot be avoided this way
all you have to do to hide the bad hitboxes of your game is to make every attack like lighting fast and players wont notice lol spam to the rescue, spacing and straffing is taken off the table, i miss when one could strafe attacks without having to look at frame data
This kind of summarizes my preference for older from soft. Elden Ring is great but kind of becomes a rolling simulator for most bosses. Spacing and positioning aren’t as much of a factor as previous titles.
Wait there is frame data being shown? I thought this was comedy skit with some background videos!
My own poor attempt at humor out of the way, keep up the good work. I’m liking the content; humor and all.
The way the Furnace Golem jump works is that there's a sphere near the boss that hits even if you're jumping but if you are far away you can jump the flames that reach further.
0:50 Ah yes, the Dark souls tw- I mean Erdtree moment.
Iron golem watching the furnace Golem's grab: Ah yes. My son.
@@FriedShrimp04 Considering the similarity, and history of asset reuse. The furnace golem is probably literally just a modified and reskinned Iron Golem.
Close enough Welcome back Scholar of the First Sim
Ds1 and 3 had worse grab hitboxes in boss fights than ds2. Go look at curse rotted greatwood grab for a fun surprise
I love how radahns sword is smaller than the hitbox 😂
Also dang bros gonna hit 10k I remember the three digit days
@@silenceyang6980 Are swords larger than the hitboxes?
@@JoseViktor4099i’m a dumbass but i’m pretty sure the goal with hit box accuracy is the congruency in size and shape between the hit boxes and the object in question (weapons or whatever’s coming at you)
like as a random example of my understanding: radahns sword and hitbox should be as close to the same size and shape of the sword as possible. if they’re too large he’d be able to hit you without hitting you, and too small-well he wouldn’t be that difficult.
edit: radahns HITBOXESSS*** bc there are TWO swords. i just woke up like 20 min ago but the point still stands lmao 🫠
@@NemoShallowbath I even asked chatgpt the question and look Up forums, Because I ask why Fromsoft attacks are bigger than the weapon itself, I got Some things;
First because on weaponry animations especially on complex ones this seems to be harder to aligns, so a Big hitbox could cover the jank of a weapon. Idk how that works, as I work on 2D games, but Im aware that Some shapes are far more efficient than others, therefore is why they never make other shapes than cubes, cilinders, or spheres.
It can be also to increase the difficulty on attack to catch you better, specially on the grabs, which hitboxes are normally enormous, which is something that happens to DS1, DS3 and ER.
This, of course, seems to be acknowledged by Fromsoft, and is why they make hitboxes unfair also at your favor, strightswords ends on a Big sphere you can attack easier so DS2 situations where your weapon misses are less often. They also increased your I frames, and the croutching and jumping increases significantly the hitbox as well.
@@NemoShallowbath As far as I know, you can't (or better said, shouldn't) get hitbox accuracy that meshes Well with the weapon because that is insanely demanding, which is why they use cilinders and spheres, because they are quite efficient. This is the information of what I got after asking myself why this happened.
I just learned you can crouch midras 3 hit per 56 frame spinny boi.
The one move where i often feel like "that should've hit me"
For me personally, the Scadutree Avatar was the hardest fight for me (other than Radahn. I feel like that’s a given lol) Idk why, it doesn’t have a lot of health and is VERY weak to fire. I just found it to be annoying. The multiple health bars, the running around, THE DAMAGE(granted I played the DLC for the first time on NG+5…I joked that I would but ended up doing it) But it is a good boss in my opinion tho.
Also I completely agree about Consort Radahn. Phase one was fun, phase two was…yeah.
Dlc stopped being a game that wants you to play good, to a game that wants you dead. And this sucks.
@@Blubbpaule Honestly, Elden Ring became less about actually dodging attacks and just hoping and praying the hitbox doesn't catch you despite you being midroll and past it already. I just, I do not think Elden RIng is that great of a game. The open world is literally pointless, it serves no goal except to have a glorified korok hunt, and half of the random catacombs didn't even need to be there. ER is one of those games that, if you removed half of the bs and made the world more structured, it'd only improve the product. Plus, SotE is way too expensive for a dlc.
@@DakumunDahBat Honestly, fair. I may not fully agree but you do make a good case. I kinda liked the open world the first time but it did become more of a chore when I went through it again. But I did love the game nonetheless. Although I might be a little biased because it was my first ever souls game lol
Wow the hitbox on Radahn's swords just confirmed what I had thought when I first beat it. HORRIBLE and LAZY design. That hitbox should not extend that far from his sword, that's just utter garbage laziness. I was wondering why I was getting hit by his sword even though I was 3-4 body character lengths away from it. Clearly out of it's visual range, but obviously not outside of the hitbox. Horrible.
its not laziness this intentionally cheesy design to amp up the difficulty.
@@jackd6881 ...which is a really lazy way to make your boss more difficult
@@michaelangelonousagi5419 Sure is and FS is a lazy dev in general.
@@jackd6881its laaazzy design!
@@CosmicVoid_119 Hey we know you waited two years for the DLC, heres a bunch of recycled enemies from the base game and a ton of just empty areas.
10:46 i may be wrong but i think you can just duck under these swings and be totally fine
This is the chillest gaming content i've seen in quite a while. Just a guy with a calm voice and reasonable takes explaining stuff with an occasional joke. Love it.
I dont know how anyone could tell you to stop with the jokes, please never do they're golden🔥🔥
10:00 you joke but he's still an Elden Ring dlc boss, those wimpy slaps cannot be interrupted by anything and still shave off a quarter of your hp each. The Land of Shadow is relentless.
We are so back
They are so back. Who are you and I? 🤨
What do you mean?
We? Got a turd in your pocket?
This anwser section is so weird im not even gonna question it
@Lulumorell i'm having a blast imagining 'em coming from the z fighters
The furnace stomping and the jumping thing always made me sooo confused.
Worst part about Romina is her second phase transition at
I have never seen anyone struggle this hard against the last Scadutree stage lol, it's pretty much just a cineastic element to show how desperate it is, while it's already getting killed
I wish Fromsoftware would put as much attention to detail and refinement into the combat as they do the environments, models, level design and music.
I somehow survived the avatars explosion point blank without dodging. Barely a pixel of health left
Rahdan learned from his battle in aeonia and nuking the heavens out of the player at the the very end of the game, for a SECOND time, is one of Miyazaki’s greatest jokes so far. Right up there the Capra demon bomb rush, all of DS2, and Micolash 1 tapping you with a call beyond.
This is great. I was mildly tempted to play the DLC, and now, im cured
The thing I don't understand with these "Stand directly in rellana's face" sort of hitboxes is there isn't any clear visual way to figure out the hitboxes even work like that. Like how would the average person figure that out by just fighting the boss?
Consort Radahn is the only boss I cheesed. I couldn't, I am not good enough. No hit first phase consistently only to do absolutely nothing in second phase. NG+ did not help. Verdigris armor, great shield and antspur rapier got me through it. It was the most unsatisfying fight I have ever experienced.
Unsatisfying because you’re trash
I still haven’t beaten him. Honestly with the Elden ring dlc in general I just don’t get that satisfaction of defeating a boss anymore. It feels more like a chore instead of actual fun. Whereas bloodborne has awesome boss fights.
@ scrub
@@wolf_7923 I enjoyed pretty much all the other bosses, to varying extents. Not consort Radahn though.
16:01 the unexpected use of this classic meme right here, was utterly fantastic 👏🐍
Regarding Commander Gaius' weird hitboxes on his charge: if I had to guess they're development artifacts. At some point he likely left a damaging (gravity?) trail behind him when he charges, leaving a line of hitboxes tethered to the ground. This meant he didn't need a body hitbox: just spawn the trail hitboxes in the front of his model and they do double duty.
But then Gaius was changed and the damaging trail was removed. Instead of removing the trail hitboxes entirely and adding a new body hitbox, the developers took the easy way out and simply made the trail hitboxes despawn so quickly they never get longer than his body length. A clever, time saving trick, but one that results in the inconsistency we see in the game.
Bruh that music you played in at 23 minutes freaked me tf out it sounded like it was outside my earphones
16:27 the bite hit box is probably like that because that's just the hitbox for the entire head by default and they just didn't adjust it
based on my own experience, parry most often requires you to press the button well before the attack actually lands, or appears to land. the parry has a wind up animation, so the parry doesn't take effect immediately after you press the button, kinda similar to dogde roll. so unless you are one of those freak people who can time frames perfectly, by the time you are reacting to the hit actually happending on screen, it's already too late. this is also why quick attacks are often easier to parry compare to slow attacks. for quick attacks, you just need to find that one tell during the animation where you need to press the button. for those super long slow attack where the wind up animation is basically just another stand alone animation sequence, it's much harder to find that tell in the animation to assist with timing.
11:04 you can crouch in a certain way and this attack just straight up misses
I really admire your presentation and script-writing skills, very entertaining video :)
For the record, babe 2 thinks all the bosses are very difficult. Thats why she didn’t finished the dlc hehe
You can totally dodge sideways for gaius’s charge, I can do it consistently with med roll
As someone who spent a lot of time coming up with strategies to dodge boss attacks when the DLC first came out I appreciate being able to see the mechanics that allow for those strategies to work
Its really hard to appreciate the beauty of Bayles fight while constantly dodging his attacks :D
12:59 - I've never seen that advice. I always heard the advice of "Divide the attack animation in two- one for the wind up, one for the slash coming towards you. You need to parry at the moment you see the sword coming towards you" hasn't failed me since Demon's Souls all the way to Elden Ring, and including Bloodborne.
Bayle is no Pierce Brosnen as a dragon would not do well in the role of James Bond, but otherwise it’s a wonderful cinematic boss fight. Five bags of popcorn and one finger of Igon because we could all use a little help with this thing.
You're spot on concerning parry timing.
- In the original Dark Souls (and probably Demon's Souls?), parry frames were active immediately. Very silly. So advice tended to be "parry just before it hits you".
- DS2 had very delayed parries (avg. 7F startup, given 30 FPS), but that game had a very complex setup where cancelling into parries would skip some startup frames.
- DS3 has similar parry timings to ER, but I think the hitbox size is larger? Since it's known for backwards parries.
- ER quietly made all parries a constant 4F startup in a post-DLC patch, tremendously buffing the slower startups (everything but Buckler and the special parries were >4F).
Rellana is such an excellently designed parry boss. From seemed to move away from parryable bosses in DS3+ER due to how it can trivialize enemie: (see Cinder not being parryable, and how it entirely trivializes Pontiff phase 1. They already had the multi-parry juice in the base game, just not used too much (and rarely for main/unique bosses). They really figured it out in the DLC. (They really figured out shields overall in Elden Ring. So much meaning outside of "hold L1 to not die".)
Raptors mist on a big bonker trivializes the furnace golems ^_^
great breakdowns! very good info
I'm sick of people not acknowledging the fact that fromsoft makes these great games that get patched all the time but they never fix attacks that you can't avoid in a reasonable fashion
Radahn was literally nerfed for that reason. What
Are you talking about waterfowl?
Radahn (both versions), Gaius, and I believe the hippo have all had hitbox changes for attacks that were deemed too difficult to avoid. Consort Radahn even had multiple attacks slowed down.
@XogoWasTaken I could'a sworn the thing the changed with Gaius was his spawn position after the first attempt rather than any of his hitboxes. He used to spawn so much closer to you when you reattempted the fight than he did when you first walked into the boss room
@@ShinxBOOM247 They did both. In addition to his spawn change, his charge hitbox was modified (it used to be worse)
"You're completely insane"
TH-cam's recommendations algorithm has blessed me with this video, and that's a really high quality content right here, keep it up pal. I'd love to see some Bloodborne tho, cuz it's the only FromSoftware game (except from Sekiro) I consider GOOD (and it's also the best Lovecraftian game), and I've struggled so much with this game at the beginning, but now I think I could beat it with my eyes closed.
Amazing video, man! Really great work! 👏
Its super funny that i find the radahn meteor-ex attack easy to dodge. Raptor of the mists is such a clutch!
A little detail, the length of "invoke bullet behaviour" has nothing to do with the hitbox duration, the "life" in bullet params does
For Radahns gravity pull in attack, I actually figured out it’s really wonky how it pulls you in. It seems it pulls you the opposite direction of where you are running. Therefore if you are charging towards him it’ll push you away instead. And if you stand still it just pushes you sideways.
“Get parried” mentioned. My arc is complete
Scadutree Avatar was one of my favourites xD The triple explosion caught me off guard for sure, but eventually, you learn to steer clear of it. I just love how it ramps up in desperation as the fight progresses.
As for the hippo grab, uhh...simply sprint left or right. It won't have time to correct its course enough.
when i first fought the scadu avatar, i was so interested in exploring a new zone i didnt bother spend my MANY runes.
then i got dumpstered by a boss i wasnt expecting. then when i tried to get my runes i got annhillated by one of the strongest spammable ranged attacks in the game (they nerfed the player version of the spell that isnt even as strong).
i was very salty for the rest of my attempts.
This is like finding out your ex actually DID have bpd
Best advice for parrying I was ever given is watch the hands instead of the weapon. Helps a ton.
On golden hippo grab, you were moving right in both cases, so when dodging left you cover less ground and he is able to catch you
you can dodge Gaius's charge with a side roll to the side if you lure him by walking to one side and rolling to the other side. It seems to be easier and more consistent than rolling through him. Much easier with a light roll btw. You may not have to lure him if he starts a charge too close to you.
great video really enjoyed watching. i like your sense of humour and editing/presentation style ❤ subbed
hell yeah great content man! Just seen your video covering the base game and I subbed and checked your channel and boom this banger just dropped 😮💨
i am pretty sure being able to roll through Gaius' charge is an unintended side effect of how the hitboxes work
it's one of those attacks where the devs want you to use a shield or defensive weapon art to avoid it and you're not supposed to roll it
I can't believe you didn't show us the hit box on Rellana's twin moon attack.
I was so excited for it :(
It’s actually there but is so large it isn’t visible unless you zoom WAY out
@@Babe1Babe2
but how is it so large if i can dodge it by jumping?
Awesome video. Love the content and your humor! Keep up the good work.
to be fair, the messmer snake attack is pretty good, considering the mouth of the snake is wide open so if he closes it, it will catch you
Watching this to understand the ridiculous hitbox Commander Gaius has on his charge attack💀
For Gaius you neither wanna roll right through him, nor to the side: You want to roll diagonally - Towards him AND to the side, as late as possible.
Bro I feel like I could be in charge of hitboxes, why is it so hard to make the attack generally reflect the model lol, also the gauis charge is beyond goody
Honestly kinda shocked he didn't mention the janky double hit that can randomly happen on the charging attack and straight up just one-shot you if you fail the vigor test. It's annoying because shielding the charge is one of the best ways to deal with the move without having to deal with the dodging RNG, but jk because sometimes that random double hit causes a guard break that makes you take the hit anyway because each hit basically takes away your entire stamina bar even if you're up around the 40-50 stamina range
It's not hard. Someone INTENDED to do this.
@@tacticalmattress Yup. Model matching hitboxes would make the game too easy. Probably their thought process.
@VerbalIntercourse100 "how can we make the game harder?"
That one guy: MAKE THE HITBOXES SHIT
😂😂
You are incorrect about the furnace golem jump explosion. Only the large explosion hitbox cannot be jumped. The flames that spread out can.
When i got clipped by Bael and died to his super aoe, i started using "vow of the indomitable" instead of dodging and i never regretted it.
I used Raptor of the Mist but eventually I got the timing down, the hitbox lags behind the visuals
I need to see why Ancient Dragon Florrisax was mogging on me with thin air
Don’t listen to them brodie, keep the comedy comin. Had me cracking tf up this time😂
Messmer costed me 600k runes when i cluelessly found his room because of the forced door cutscene into the fight. 🙂
The hitboxes under the boar make it seem more that they're tied to the dust clouds it's kicking up than the actual boar
The Midra spin attack is surprisingly easy to dodge if you know the tactic. It's been a while since I last played the DLC, so my memory is a bit hazy, but it's possible to dodge it you just go and hug the boss and time your rolls correctly. The hitboxes miss you if you're within the "eye of the tornado", so to speak.
The hippo has always had my least favorite hitboxes, feel like it could just open and close its mouth and it's whole body becomes a hitbox
Excellent work, as always!
If they can do that shit where it spawns a billion butterfly spawnpoints, why do they insist on putting so few hitboxes on things that have complex shapes. like it can't be a performance thing, just seems like they don't really give a shit half the time
Its intriguing to see the actual size of the hitboxes.
Damn, I thought i was a dodging genius, but it turns out the hitboxes are just tiny
I realised pretty quickly that the spinning attack at 10:45 can be easily avoided by just crouchingand moving around Midra counter clockwise
This reminds me i beat Consort Rahdan before all nerfs, I STILL FEEL THE PAIN WHEN I WAS TRYING TO WIN
Absolutely amazing breakdown elden ring frame date.
Great job 💯
Another awesome upload. Looking forward to the DS2 breakdown!