They were amused, but they were fully aware that a few ripostes/backstabs are not enough to take down their gank. A few seconds after that backstab actually I got cornered and blendered.
Ds1: Okay lets make parrying a small window of time after hitting a button that if attacks enter the hitbox will land a parry Ds3: So to begin to understand this mechanic we must first learn the fundemental laws of the universe in full
I don’t even intend to use this to get better at parrying; I just find it very interesting to see the inner workings of the game... Thank you for doing the most amir
@@Amir0 Yeah I've learned two major things. First, use the tip of your weapon for an imparryable attack. Second, dead angle your opponent to make him rage quit.
At some point I noticed that it only works consistently if I parry the motion of the hands instead of the weapon and position based on the hips, not the feet. Which all makes sense in context of the game's fairly realistic control ethos. He mentions this briefly, but...
@@jiib7770 ...doesn't really draw too much attention to it, so it's easy to miss. I think that's what I was implying? Hard to be sure, it was a while ago
@@k54maclosky97 Does it makes sense complaining about a stamina bar? Dude just wtf without a stamina bar the game would be broken. Imagine spamming r1. Come on don't say bullshit just because you got clapped by a naked man with a parry shield. Git gud
@@anactualfennecfox1 was the mod removed? link takes to "mod not found" page and I'm so sad, I barely started watching the video and the outfits are so pretty
get the cactus + hornet ring + thrall hood. walk forward r1 repeadly, and when you feel like it throw a random l2 or two in. If you get hit, spam roll back and chug, doesn't matter if you eat 2 r1s as a consquence. Make sure to not invade, host solo instead without dried finger so you have double the supply of estus. use softswap ledo for riposte and softswap gundyr for wakeup. if ur opponent run away just black crystal them. this is how to be good player. Now go collect hat salty hatemail from those babies buwhahaha 😂👌👌👍👍
@@toastybowl Yes, that is correct. Medium shields get a total of six active parry frames when you actually meet the requirements. Not a great idea to practice with, but maybe later once you've mastered parrying, it would be worth taking the benefits of a medium shield, though I think at that point most people would still prefer a bigger parry window.
Method 1: Attack is in parryable state (about 2 frames), defender is in parrying state (about 6 frames), attacker weapon is in contact with defender's hit box. Method 2: Attacker weapon is in parryable state, defender is in parrying state, the attacker's hand is inside a sphere parry hit box in front of the defender, and the attacker must be roughly looking at the defender.
That dangitjim reference didn’t go unnoticed, and this is amazing info! This will help a lot when I’m out in the field. It explains why I could never get parries on the split leaf either, since most of the time I’m in their face lol. Thanks man and good work!
Man... I just love seeing how all of this stuff works. I had some thoughts about range being important, but had no idea that there were two separate conditions for parries to go off. Really, really love all the work you’ve been doing Amir. It’s just straight up fucking cool stuff.
This really helped me understand how and why parrying has the quirks that it has in this game. So in general, the very edges of the attack hitbox of (some?) weapons cannot be parried even if properly timed. And the latter parts of attack animations are basically timed out for a parry because the parryable frames have already passed. Which is why dead angling works as it ensures that you're hitting your opponent with those late stages of your attack animation. And because of the position of that big parry sphere hitbox being Infront of the player parrying, it's possible to get hits on them from strange angles to bypass their parry completely.
@Amir. I think some more content like this will finally bring more subs and viewers. I can't believe more have not caught on with the modding/coding side of your portfolio on YT. I found it so interesting to see behind the scenes of modding DS3 on the fly with your live streams. ANYWAYS....this is some awesome work. Keep those boss fights coming. Seriously some of the most original and jaw-dropping work!
im trying to make a multiplayer game with souls like combat, this content is awesome... it clarifies mechanics and helps a lot to design new ones. Thank you
I think a lot of work went into the video and lots of it is really good. But honestly it seems like most of the viewers ended up having to rewind all the time or watch the video multiple times to grasp what he's saying, and I'm pretty sure it's not because we're all too stupid for this... He could probably improve on how he conveys the I formation and educates us. I don't want to discredit his work but I'm not sure if you can call it a good video. It's a well made video with lots of effort put into it, doesn't mean that it's good at what it aims to do. Hope amir sees this comment
This is a great video, the explanations made weird parries finally make sense, my only complaints are that its a bit messy with footage being missing for some things and I'd like to see some segment introductions. Looking forward to new videos, you're great.
@@BigDBrian That doesn't make anyone happy, Pestilent Mist is the ONLY effect or damage that can pierce i-frames so taking a closer look into something so unique is very interesting. I doubt many of you even knew that it pierced i-frames.
Here’s the answer: Not only does it repeatedly try to hit, it doesn’t do direct dmg at all. It applies an effect with lasts a couple seconds with removes HP. If you watched my latency video, you might remember that effects pierce defender side s, but not stagger or direct damage. They won’t pierce attacker side s, so if someone is in s from your perspective after u casted mist, and they manage to roll far enough before their s appear to expire, they won’t get hit.
Oh, Amir "the Datamancer", I got you recommended and do not regret it (wondering why DSIII developers didn't covered all of this stuff yet: they could have made new subscribers as you!!)
On console you get a lot of "Wi-Fi hit" because people and server connection are bad on console I guess... While on PC rarely you get hit by Wi-Fi slash, I always think "Ok his slash is too away from me, so I dont have to roll" and than you die from a sword that for You hitted the air.
@@Amir0 Well that confuses me, I can swear I have had people speedhack their animations to like 9 million% the normal speed before. If the animation speed were client-side only I should have just gotten hit a million times but only seen it happen once. That wasn't what happened though, I could see them attacking at a million miles per hour lol. Granted you know more about this than basically anyone else, so I am probably getting terms mixed up.
@@gaberyan6283 Yeah what I mean is their actual animations don't speed up on your screen, but the animation transfers, damage etc. is done on their game so those still happen. That's why when someone speeds up it looks like they are gliding across the floor, and why when they r1 spam it will usually not appear to even go past their shoulder every swing.
2:11 Generally, modern shooters don't actually trust the clients for hit detection since that would make cheating far too easy (e.g. just modify outgoing data to say that each shot hit). Instead, many shooters just handle all the hit detection on the server side. The reason this doesn't require the player to lead their shots to compensate for their ping is that the server can roll back the game state to check whether the player's shot connected several hundred ms in the past. That said, this only works when there's a server. But afaik, shooters that are p2p just make one player the server and then function the same way (probably because it's just the simplest way to make p2p work when they already have server-based mp implemented). Truly decentralized p2p multiplayer that doesn't trust the player's hit detection does exist, and it's called lockstep netcode (basically all fighting games use some form of this). The original DOOM actually used this too, but I don't know of any modern shooters that have used lockstep netcode.
@Zero Two I think the first sentence makes sense, it's just pointing out that shooters nowadays either don't trust the clients or trust exactly 1 "host" client (which is relevant because shooters were compared to dark souls, which trusts all the clients). On the second point, what are some games worked like that? I genuinely want to look into how they worked, cause I don't think I've encountered them.
I am just impressed with the amount of effort and experimentation and skill it took just to perform this level of research on a video game mechanic. Even though I know I won't apply all the findings to my playstyle, but I appreciate the crap out of this. Job well done.
Hi Amir, I'm a game developer from China and also a huge fan of Dark Souls. You have granted me the permission to repost and caption your former video Poise Visually Explained. Your video is very popular among players here. I hope you can give me an official permission to repost this new video. The video will not be profitable and I will post the original link and your Twitch/Discord/Pateron link along with it. thank you very much!
Not gonna lie, I prefer DS1’s parry windows more. They were substantially more realistic. Melee combat inherently has a metric crap-ton of parrying going on between combatants. But players complained how easy it was to parry, even as parrying is the lifeblood of medieval combat. Comparatively, a Riposte is just an attack following a parry, where your foe is more vulnerable. Not exactly perfect. That’s probably From’s biggest flaw in combat design. The Riposte is far stronger than irl, and thus the parry is made harder to pull off than irl. No, DS is not a perfect game, I’m sorry. Yes, I still love the everloving fuck out of the game.
Yes, don't know if that game has much lag compensation but regardless you will almost always have experiences where you get hit by a shot on the shooter's end but not your end, and the game server still decides to register it. This is much better actually than a system that requires the receiving game to check for hits, you just need to play less on the edge when it comes to peaking or in the case of dark souls, spacing.
What about dead angling to the left? This is generally the most common form of deadangling that people use when attacking out of hitstun to avoid getting parried, and it seems quite effective, yet according to this video it wouldn’t be because the parry check ends at the end of the attack? Idk I’m still not completely understanding this
Dead angling to the left to get an early hit? Well, that is done out of hit stun to do it before parry frames start I believe, on pontiff knight curved sword for example this is really effective. However, it’s still very easy to get parried doing that at the wrong time. Players like khiem will use this more than a late hit so on some attacks hitting early even tho it can be parried is better than hitting late for guaranteed parry safety.
@@Amir0 yeah the idea here with PKCS hitting to the left (or really, any weapon) is to get a frame advantage. In this case, it is because the timing of the parry is known in advance (out of stun parry, so you already know when they'll do it, if they do it). But, when you're concerned more with random parries where you won't know the timing in advance, it seems swinging to the right is the smarter play. That's my read anyway.
I originally clicked on this specific video for background noise while i make my way through my current run. Halfway through i needed to restart the video and rest at a bonfire because there's no warning for this college level course lmao
@@Amir0 1.Pull out net cable. 2.Buy some more device's, connect them to the router and open some multiplier games without afk system(you can also use auto-click). 3.Make sure you can out-roll ss roll catches. 4.Make a crit build. 4,5.You dont have to learn rolling backstab's or anything. 5.Be locked-on 90% of the time and just quickstep spamm through everything.
It's done with cheat engine for the testing. We do these tests on the softbanned servers in worlds that cannot be invaded, so there is no risk of ruining anyone's pvp experience. In regular pvp you cannot do this, and shouldn't attempt to with cheat engine.
Excellent video Amir, have you tested the hand hitboxes the ones than tell the weapon how much damage it should make. like for example sickles have different damage at the "poll" and at the blade. another example will be the mailbraker WA a200_036701 with attack param 2020700 in yabber. in the animations there is the invoke behavior attack PARAM with 2 it boxes, one than starts on 100 (or in animation studio 10100 for weapons) and ends in 110 (10110) and another hitbox than is spherical in 120 (10120) it only invokes a parry state before the attack even is pointed at the opponent maybe this is that hand parry you are talking about. this hand slap maybe some sort of anti latency/ bitch slap parry modifier window so you receive damage but also get a parry (is a jumptable id 5 with the invoke parry state on tha attacker side) and before that is an jump table than invokes an AI state, than tells all the AI than this attack can be parry (id 63)
Hand slap parry is the only parry you can get with Get-Parried window active but no hitboxes active. On 1h spear r1s the window activates so early you can straight up slap their hand long before they swing for example. Force parry is when get parried window is active and they hit someone with a parriable attack in parriable frames.
Y'know knowing all these details about parries makes them seem like the most complex thing ever, but if your opponent is relatively predictable and you can figure out their latency parrying is like one of the easiest things ever well, once you're used to parrying I suppose also it has some of the most style points of any type of attack
You don't need parrying for optimal pvp. Why you struggle is because matchmaking doesn't care about location/ping (the "regional" matchmaking is Japan split from the rest of the world, no other regions defined). Learning backstabs is definitely worth it, though.
@@nahrikkon i lied. I did parry something, and the only thing ive able to parry Gundyr (both the ludex and champion). I cant even parry hollows in Firekeep . And ive compeleted the base game and optional boss. I have yet to play the dlcs
M&KB >>> Controllers. Enjoy either your index finger being fucked or not being able to move the camera and run at the same time. And that's not even mentioning the infinitely better free aiming.
Yeah so? It feels more natural than gamepad if you configure the keys right. You get much better camera control with a mouse and can still fight and move pretty effectively. I've played and beaten all 3 of the souls games with mouse and keyboard. I tried using a gamepad and it just felt wrong.
Still so funny that I don't even play these games anymore... But when good content comes out that digs into the mechanics, I always seem to be there. Good stuff~
I love how they stood there and clapped while their friend was getting decimated lmao
They were amused, but they were fully aware that a few ripostes/backstabs are not enough to take down their gank. A few seconds after that backstab actually I got cornered and blendered.
@@Amir0 oh dang, well it at least made for a killer intro though, lol
@@strambatm7709 Professional ganks.
Then proceeds to get clapped
The Respect
Ds1: Okay lets make parrying a small window of time after hitting a button that if attacks enter the hitbox will land a parry
Ds3: So to begin to understand this mechanic we must first learn the fundemental laws of the universe in full
It's not that convoluted
@@bassclarinet69 I can confirm as a souls veteran that I did not understand anything in this video
@@stefanrosu248 yup, I didnt understand almost anything he said. I can still parry, tho. Sometimes. Maybe.
This is the video Nero watched to become the chosen one
I miss DS1 parrying.
good shit Amir, I can't wait to see what your grandchildren will do with Elden Ring
LMAO! Nice one.
😭
His grandchildren will have GTA 6 and elden ring
Grand children is way to early it’ll at least be great great grand children
@@BabySlayer13 From soft might surprise them by releasing it early. By the way still waiting for a release date of Hollow Knight Silksong
“Just the tip, and not too quickly” ~Amir 2021
LOL, I felt that
...Felt what?
*FELT WHAT??*
@@omq1752 LMAO, I leave it to your imagination
It really works
😳
I don’t even intend to use this to get better at parrying; I just find it very interesting to see the inner workings of the game... Thank you for doing the most amir
Yw! This video was for ppl like you as well!
@@Amir0 Yeah I've learned two major things. First, use the tip of your weapon for an imparryable attack. Second, dead angle your opponent to make him rage quit.
"and one day, i hope you'll actually get that parry"
that was cold AF
Wow, I read this comment the moment he actually said it.
i think i got worse at parrying after watching this
Don't worry you'll get it, just keep practicing and eventually you'll become a parry God
same
At some point I noticed that it only works consistently if I parry the motion of the hands instead of the weapon and position based on the hips, not the feet. Which all makes sense in context of the game's fairly realistic control ethos. He mentions this briefly, but...
@@micahfoley9572 but what
@@jiib7770 ...doesn't really draw too much attention to it, so it's easy to miss.
I think that's what I was implying? Hard to be sure, it was a while ago
0:17
"Why is everyone parrying me?"
"Cuz' it's easy."
"And does a lotta damage."
Ah, a man of culture I see!
Everage parry fan
VS
Everage backstab enjoyer
he is speaking language of parry gods
the game play in ds3 now look even more stupid shouldn't they nerf down the stamina bar to pervent some parry king like this ?
@@k54maclosky97 Does it makes sense complaining about a stamina bar? Dude just wtf without a stamina bar the game would be broken. Imagine spamming r1. Come on don't say bullshit just because you got clapped by a naked man with a parry shield. Git gud
@@defirmSSS pvp is just pure chaos every time
@@k54maclosky97 it is not, atleast for me.I play on PC and I find it great fun. The only thing that is chaos is my dagger.
@@defirmSSS hah,u play in the good server my server is just like this vodeo, tank build is useless than armor
"The parry: it's fast, sometimes unpredictable AND IT DOES A LOT OF DAMAGE" - I see a man of culture
And its easy
@@canaldecasta bruh
To show you the power of parrying, I'll spam my L2 in half!
Shaded Woods? lmao
Amir's character looking at me the whole video: "My eyes are up here."
😳
it's a modded armor or did i miss it in game ?
@@cybieck8690 Yeah, it's modded
www.nexusmods.com/darksouls3/mods/744
@@anactualfennecfox1 was the mod removed? link takes to "mod not found" page and I'm so sad, I barely started watching the video and the outfits are so pretty
@@vondeednov4143 It was indeed taken down and the page isn't archived. Apologies.
Amir teach me how to be a parry kong 🙏
get the cactus + hornet ring + thrall hood. walk forward r1 repeadly, and when you feel like it throw a random l2 or two in. If you get hit, spam roll back and chug, doesn't matter if you eat 2 r1s as a consquence. Make sure to not invade, host solo instead without dried finger so you have double the supply of estus. use softswap ledo for riposte and softswap gundyr for wakeup. if ur opponent run away just black crystal them. this is how to be good player.
Now go collect hat salty hatemail from those babies buwhahaha 😂👌👌👍👍
Just use the hack tools like Amir does
@@Amir0 "this is how to be a good player."
I almost got a stroke from cringe.
@@Amir0 fighter PL??
@@MrNucleosome it's called a fucking joke. Lower the blood pressure a little
When he said “a single parry frame” my heart sank. I’ve been cowering behind my medium shields for far too long.
This is only where you don't meet the stat requirements check, right?
@@toastybowl Yes, that is correct. Medium shields get a total of six active parry frames when you actually meet the requirements. Not a great idea to practice with, but maybe later once you've mastered parrying, it would be worth taking the benefits of a medium shield, though I think at that point most people would still prefer a bigger parry window.
@@arlaygiobanslaughter2294 and that's what most people do. Smaller parry window means more weapons that can't be parried on reaction.
"It does a lotta damage."
I love the happy souls reference! Easily one of the more overlooked gems
True!
Method 1: Attack is in parryable state (about 2 frames), defender is in parrying state (about 6 frames), attacker weapon is in contact with defender's hit box.
Method 2: Attacker weapon is in parryable state, defender is in parrying state, the attacker's hand is inside a sphere parry hit box in front of the defender, and the attacker must be roughly looking at the defender.
12:14 "If you had any trouble understanding the contents of this video, just go back and understand it. ez" jokes aside, great video
That dangitjim reference didn’t go unnoticed, and this is amazing info! This will help a lot when I’m out in the field. It explains why I could never get parries on the split leaf either, since most of the time I’m in their face lol. Thanks man and good work!
Ok there was a lot of new information that I didn't understand, a lot of general knowledge, and otzdarva reading the script. Pretty cool!
I love how the there are people helping the community after so much time :D
Man... I just love seeing how all of this stuff works. I had some thoughts about range being important, but had no idea that there were two separate conditions for parries to go off. Really, really love all the work you’ve been doing Amir. It’s just straight up fucking cool stuff.
Amir thanks for teaching me to become a parry king now all that’s left for me is to make a Fighter PL style Parry Compilation
0:04 That's genuine applause... who says this community can't be wholesome lol
This really helped me understand how and why parrying has the quirks that it has in this game.
So in general, the very edges of the attack hitbox of (some?) weapons cannot be parried even if properly timed.
And the latter parts of attack animations are basically timed out for a parry because the parryable frames have already passed. Which is why dead angling works as it ensures that you're hitting your opponent with those late stages of your attack animation.
And because of the position of that big parry sphere hitbox being Infront of the player parrying, it's possible to get hits on them from strange angles to bypass their parry completely.
Yes, you got it!
Ah yes the parry, the true roll for luck if you’ll land or latency says “no”
omg the vsause meme background hit me off the chair lmao
So much deep knowledge about the art of parry (sometimes it’s even hard for me to understand). Awesome video!!!
It warms my hearth to see that DS3 isn't dead yet!
Good stuff dude, looking forward for more content. Parrying is the one mechanic that I adored since ds1 so knowing more is always good, my thanks.
Yeah, I love getting married in dark souls
@@Amir0 Oh my fuckin god , I was never betrayed by autocorrect this bad
@Amir. I think some more content like this will finally bring more subs and viewers. I can't believe more have not caught on with the modding/coding side of your portfolio on YT. I found it so interesting to see behind the scenes of modding DS3 on the fly with your live streams. ANYWAYS....this is some awesome work. Keep those boss fights coming. Seriously some of the most original and jaw-dropping work!
Thanks! I really appreciate seeing the same ppl that supported me from the beginning being happy to me grow
This video it's a masterpiece, I'm glad people are still making DS3 videos
im trying to make a multiplayer game with souls like combat, this content is awesome... it clarifies mechanics and helps a lot to design new ones. Thank you
We will watch your career with great intrest
show us a preview, sample!!!!
@@edyburkay i'm noob at networking, still nothing to show i just have a pretty modular character controller.
@@fludeo1307 Hope you could show us some blue print or even video sample, I might subscribe you to follow your progress, thank you
Why pick one of the worst combat systems though?? Also the industry is already saturated with soulslike junk
Man the effort you put into these videos is really good.
Thanks!
"Just the tip, but not too quickly" 😏
Excellent vid, I'm going to watch this like 10 times to wrap my head around it.
I think a lot of work went into the video and lots of it is really good.
But honestly it seems like most of the viewers ended up having to rewind all the time or watch the video multiple times to grasp what he's saying, and I'm pretty sure it's not because we're all too stupid for this...
He could probably improve on how he conveys the I formation and educates us.
I don't want to discredit his work but I'm not sure if you can call it a good video.
It's a well made video with lots of effort put into it, doesn't mean that it's good at what it aims to do.
Hope amir sees this comment
@@dahahaka I think his format is fine, I'd rather he be concise and information dense than otherwise
Well I think he would have to spend all his time perfecting editing and that would cut into ‘research’... I don’t mind rewatching
This is a great video, the explanations made weird parries finally make sense, my only complaints are that its a bit messy with footage being missing for some things and I'd like to see some segment introductions. Looking forward to new videos, you're great.
So no one is gonna talk about how THICC his character is?
Are those clothes modded? Never seen them
@@basemaster300 Yes, modded
@@gunide dat sucks
www.nexusmods.com/darksouls3/mods/744
@@Amir0 I wish I had ds3 on PC..
I wish I had a Pc
Those were some sick ass pivots you pulled off bro. And great info top man!
Great too see different kind of dark souls video, great content 👏🙌
I couldn't understand this fast enough. I had to do Champion Gundyr without parries. I regret my decision to even breath.
This is very interesting, can you take a look at Pestilent Mist? I don't understand why it pierces through i-frames.
it just do
@@BigDBrian That doesn't make anyone happy, Pestilent Mist is the ONLY effect or damage that can pierce i-frames so taking a closer look into something so unique is very interesting. I doubt many of you even knew that it pierced i-frames.
Here’s the answer: Not only does it repeatedly try to hit, it doesn’t do direct dmg at all. It applies an effect with lasts a couple seconds with removes HP. If you watched my latency video, you might remember that effects pierce defender side s, but not stagger or direct damage. They won’t pierce attacker side s, so if someone is in s from your perspective after u casted mist, and they manage to roll far enough before their s appear to expire, they won’t get hit.
@@Amir0 I had no idea it worked like that, thanks for the answer!
To put it simply, for beginners... parry the hand, not the weapon.
But this was a really interesting video. Excellent work, man.
That was super helpful. Thank you
You're welcome!
This was really interesting stuff! Great job, must've took a hell of a lotta time to collate all that info!
I love how they fucking clap when their friend got stab after the parry
Oh, Amir "the Datamancer", I got you recommended and do not regret it (wondering why DSIII developers didn't covered all of this stuff yet: they could have made new subscribers as you!!)
Another example of how lag makes You invencible xD
On console you get a lot of "Wi-Fi hit" because people and server connection are bad on console I guess... While on PC rarely you get hit by Wi-Fi slash, I always think "Ok his slash is too away from me, so I dont have to roll" and than you die from a sword that for You hitted the air.
Amir: *parries*
Hosts: _polite clapping_
Finally an in depth, scientific overview of how EXACTLY parrying works. Youre doing gods work, friend. Good job!
Absolutely fantastic content Amir. Well done.
Thanks so much!
There he is ganker miniboss or shall we say...
*JUAN CENAAAAAAAAAAA*
ayyyy
Are you sure bout that, Django?
This video finnaly explained formally well to understand, thank you for making this
You are very welcome!
I HAD NO IDEA YOU COULD BE PARRIED FROM BEHIND
@ilove bigbrother You know what this means right?
A behind-the-back parry run is feasibly possible
Amir, you legend. Thank you for always adding to this community.
Anytime I hear Amish's voice outside his channel I lose my mind in happiness.
Get this to the masses!
Good job Amir! Your videos are wonderful
you're a beast. thank you for making these vids, always learning something new about this amazing game.
please keep making these
Thank you!
Keep up the work Amir! Great video
Ty!
Dope, just started playing this again
that mod armor is sick
This video has heavy TF2 Spy trickstab energy
Wow this actually helped a lot man, really loving you’re videos man!
I'd that first group were random that's fucken amazing. This community man, that was so synchronized. The clapping, host stopped in his tracks to.
one of the most useful tips I got when it came to parrying in Darksouls. "Try to parry their hand,not their weapon"
5Head info amir, good damn knowledge. Can't wait for Elden Ring to allow you to increase your parry window KEKW
parry stat pog
@@Amir0Just animation freeze yourself in the parry frames ez :P
@@gaberyan6283 that doesn’t work, because they just see you proceed through your animation. Animation speed is client side.
@@Amir0 Well that confuses me, I can swear I have had people speedhack their animations to like 9 million% the normal speed before. If the animation speed were client-side only I should have just gotten hit a million times but only seen it happen once.
That wasn't what happened though, I could see them attacking at a million miles per hour lol. Granted you know more about this than basically anyone else, so I am probably getting terms mixed up.
@@gaberyan6283 Yeah what I mean is their actual animations don't speed up on your screen, but the animation transfers, damage etc. is done on their game so those still happen. That's why when someone speeds up it looks like they are gliding across the floor, and why when they r1 spam it will usually not appear to even go past their shoulder every swing.
2:11 Generally, modern shooters don't actually trust the clients for hit detection since that would make cheating far too easy (e.g. just modify outgoing data to say that each shot hit). Instead, many shooters just handle all the hit detection on the server side. The reason this doesn't require the player to lead their shots to compensate for their ping is that the server can roll back the game state to check whether the player's shot connected several hundred ms in the past.
That said, this only works when there's a server. But afaik, shooters that are p2p just make one player the server and then function the same way (probably because it's just the simplest way to make p2p work when they already have server-based mp implemented).
Truly decentralized p2p multiplayer that doesn't trust the player's hit detection does exist, and it's called lockstep netcode (basically all fighting games use some form of this). The original DOOM actually used this too, but I don't know of any modern shooters that have used lockstep netcode.
@Zero Two I think the first sentence makes sense, it's just pointing out that shooters nowadays either don't trust the clients or trust exactly 1 "host" client (which is relevant because shooters were compared to dark souls, which trusts all the clients). On the second point, what are some games worked like that? I genuinely want to look into how they worked, cause I don't think I've encountered them.
this actually makes so much sense. really helps me understand the shooter game thing about getting hit from behind cover, thats cool
You’re welcome!
Thank you for this. My insane rantings no one believed is vindicated at last!
Good one Amir! -ChaoticDemise
:)
I am just impressed with the amount of effort and experimentation and skill it took just to perform this level of research on a video game mechanic. Even though I know I won't apply all the findings to my playstyle, but I appreciate the crap out of this. Job well done.
Hi Amir, I'm a game developer from China and also a huge fan of Dark Souls. You have granted me the permission to repost and caption your former video Poise Visually Explained. Your video is very popular among players here. I hope you can give me an official permission to repost this new video. The video will not be profitable and I will post the original link and your Twitch/Discord/Pateron link along with it. thank you very much!
Sure! Can u link me the poise vid on billi as well? Wanna see how it did
What a load of bullsh*t
Leaving aside the parry king explanation, that Thicc character modded looks awesome.
Not gonna lie, I prefer DS1’s parry windows more. They were substantially more realistic. Melee combat inherently has a metric crap-ton of parrying going on between combatants. But players complained how easy it was to parry, even as parrying is the lifeblood of medieval combat.
Comparatively, a Riposte is just an attack following a parry, where your foe is more vulnerable. Not exactly perfect.
That’s probably From’s biggest flaw in combat design. The Riposte is far stronger than irl, and thus the parry is made harder to pull off than irl.
No, DS is not a perfect game, I’m sorry. Yes, I still love the everloving fuck out of the game.
Yes true, the problem maybe is riposte and not parry
Such amazing video mann. Gratz
I've encountered this problem a lot in siege.
Yes, don't know if that game has much lag compensation but regardless you will almost always have experiences where you get hit by a shot on the shooter's end but not your end, and the game server still decides to register it. This is much better actually than a system that requires the receiving game to check for hits, you just need to play less on the edge when it comes to peaking or in the case of dark souls, spacing.
@@Amir0 I know, I usually play without a care not like much of the player base, just wanted to voice my experience.
Its been a long while since i've played Dark Souls in general but I still enjoy seeing it so thank you.
I get that feeling! I love watching technical videos about games and such I haven’t even played!
Very cool video Amir as always! One quick question, do these things apply to parrying a bs grab? or is that a unique situation?
It shouldn’t be different, but you aren’t partying the grab, you are parying the hit that happens when it misses
@@Amir0 ah thanks, that makes more sense cause i didn't really get that parry
I started playing it again yesterday. It bring back so many memories.
“And then they clapped” But it was actually true
It actually helped me A LOT thank you!
What about dead angling to the left? This is generally the most common form of deadangling that people use when attacking out of hitstun to avoid getting parried, and it seems quite effective, yet according to this video it wouldn’t be because the parry check ends at the end of the attack? Idk I’m still not completely understanding this
Dead angling to the left to get an early hit? Well, that is done out of hit stun to do it before parry frames start I believe, on pontiff knight curved sword for example this is really effective. However, it’s still very easy to get parried doing that at the wrong time. Players like khiem will use this more than a late hit so on some attacks hitting early even tho it can be parried is better than hitting late for guaranteed parry safety.
@@Amir0 yeah the idea here with PKCS hitting to the left (or really, any weapon) is to get a frame advantage. In this case, it is because the timing of the parry is known in advance (out of stun parry, so you already know when they'll do it, if they do it). But, when you're concerned more with random parries where you won't know the timing in advance, it seems swinging to the right is the smarter play.
That's my read anyway.
I originally clicked on this specific video for background noise while i make my way through my current run.
Halfway through i needed to restart the video and rest at a bonfire because there's no warning for this college level course lmao
I've been parried by the login server two days in a row.
My lord Amir! I will pray everyday that you continue to keep making such videos!!
Tldr, latency is most usefull stat
where tf? I never saw how to level it on my first playthrough, is a secert stat everyone else has found out how to unlock?
@@Amir0 1.Pull out net cable.
2.Buy some more device's, connect them to the router and open some multiplier games without afk system(you can also use auto-click).
3.Make sure you can out-roll ss roll catches.
4.Make a crit build.
4,5.You dont have to learn rolling backstab's or anything.
5.Be locked-on 90% of the time and just quickstep spamm through everything.
It's insane that the work of so many has made it possible to draw so much data out of DS3.
7:26 how is he parrying with claymore? is that just a mod thing?
It's done with cheat engine for the testing. We do these tests on the softbanned servers in worlds that cannot be invaded, so there is no risk of ruining anyone's pvp experience. In regular pvp you cannot do this, and shouldn't attempt to with cheat engine.
@@Amir0 thanks for the clarification
This was very interesting! I never use the parry mechanic but I find this kinda stuff really neat.
Excellent video Amir, have you tested the hand hitboxes the ones than tell the weapon how much damage it should make. like for example sickles have different damage at the "poll" and at the blade.
another example will be the mailbraker WA a200_036701 with attack param 2020700 in yabber. in the animations there is the invoke behavior attack PARAM with 2 it boxes, one than starts on 100 (or in animation studio 10100 for weapons) and ends in 110 (10110) and another hitbox than is spherical in 120 (10120) it only invokes a parry state before the attack even is pointed at the opponent maybe this is that hand parry you are talking about. this hand slap maybe some sort of anti latency/ bitch slap parry modifier window so you receive damage but also get a parry (is a jumptable id 5 with the invoke parry state on tha attacker side)
and before that is an jump table than invokes an AI state, than tells all the AI than this attack can be parry (id 63)
Hand slap parry is the only parry you can get with Get-Parried window active but no hitboxes active. On 1h spear r1s the window activates so early you can straight up slap their hand long before they swing for example. Force parry is when get parried window is active and they hit someone with a parriable attack in parriable frames.
this is actually pretty awsome, i was always a parry amateur, but understanding the mechanics really help a lot!
Nice to hear!
All of this just makes me not want to play pvp in any game ever.
Why?
yoooo this entire video went over my head.... this is sum big brain dark souls gaming
Y'know knowing all these details about parries makes them seem like the most complex thing ever, but if your opponent is relatively predictable and you can figure out their latency parrying is like one of the easiest things ever
well, once you're used to parrying I suppose
also it has some of the most style points of any type of attack
Parries are really only good for really low lat, stable connections. And even then backstabs might be better risk/reward.
@@AlgaeGaming Yeah they're way harder with high latency but it just makes it feel more satisfying to land one
Awesome content as always, thank you for doing this bro! Keep it up!
Just waiting for Fighter to show up so he can point down in the comments.
X2
Bro your buddy talking halfway through the vid scared the shit out of me, I thought I was still on Discord or something.
I’ve always been able to parry nearly everything pve but I’m kinda hopeless in pvp
Edit: at parrying
You don't need parrying for optimal pvp. Why you struggle is because matchmaking doesn't care about location/ping (the "regional" matchmaking is Japan split from the rest of the world, no other regions defined). Learning backstabs is definitely worth it, though.
Ive never parried anything in pve. ._.
@@WingMaster562 it’s relatively easy once you try to get the timing, after not too long it becomes instinctive
@@WingMaster562 keep at it any u will get there, trust me
@@nahrikkon i lied. I did parry something, and the only thing ive able to parry Gundyr (both the ludex and champion). I cant even parry hollows in Firekeep
.
And ive compeleted the base game and optional boss. I have yet to play the dlcs
Great stuff, Amir. As a player with a special fondness for parries, this was a fun watch.
I’m aware, that’s why I used them several times on you today :)
Either I’m not smart enough to understand this or my English isn’t good enough😂
Loved the music choice
my dude literally played with his mouse & keyboard
omg no way??? mouse and keyboard???? no wayyyy dude??? I heard that’s impossible!!!
M&KB >>> Controllers. Enjoy either your index finger being fucked or not being able to move the camera and run at the same time. And that's not even mentioning the infinitely better free aiming.
Yeah so? It feels more natural than gamepad if you configure the keys right. You get much better camera control with a mouse and can still fight and move pretty effectively. I've played and beaten all 3 of the souls games with mouse and keyboard. I tried using a gamepad and it just felt wrong.
Still so funny that I don't even play these games anymore... But when good content comes out that digs into the mechanics, I always seem to be there. Good stuff~
I appreciate it!