Why are perfect parries and guards in video games the coolest thing ever? Why do they feel so good?

Why are perfect parries and guards in video games the coolest thing ever? Why do they feel so good?
Post games with Perfect counter mechanics, I need more games with Perfect counter mechanics.

Attached: ROYAL GUARD DMC5.webm (1280x716, 2.25M)

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this sentence best describes the feeling imo
>Moments in God Hand reflect the feeling of catching a bully’s punch, effortlessly uncurling his fist, and snatching out a fifty-dollar bill.

For some reason I feel the when it comes to the specific guarding aspect of Royal Guard I prefer DMC3 over DMC5. It feels like DMC3 had more "impact" to it.

Fuck you cocksuckers. I'm listing some games and you better come in this thread and post some more games
Bayonetta 1 and 2
>Perfect dodge and Moon of Maha Kala parry
Astral Chain
>Perfect dodge, Perfect Call and Parry ability slot
Monster Hunter World
>Guard Points, several weapon specific moves (Longsword counter slash, Iai, counter, Greatsword tackle and so on)
Metal Gear Rising
>Perfect Parry

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Probably because you aren't just dealing out attacks on an enemy or avoiding an attack by a large margin by dodging but interacting with the enemy more closely, by watching their tells and timing a counter.

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dragons dogma perfect blocks

Any dodging or parrying that includes slowmo, anything more than a couple frames, feels pretty wimpy.

youtube.com/watch?v=J7RszAOFFEo

You do see a massive flash, a crunchy glass-breaky sound effect, and the fact you didn't take an ounce of damage and recover instantly.
Nioh
>Timely Guard and Parry
Dark Souls
>That parry and the sound it makes
Devil May Cry 4
>Connecting blades, Buster'ing a spear
t.no adrenaline organ

>their new game
Yikes, they really fell off hard after Furi.

Nioh has pretty nice mechanics. I hope 2 is at least as good as the first one, although I'd be lying if I said I would want them to continue with Nioh. I really hope they just make Ninja Gaiden 4.

yeah I saw that yesterday. No idea why they'd make such a highly praised action game and then decide "hey you know what we need to make next? a romantic RPG"
Could be surprisingly good though. I never expected Furi to be any good and it was great

MHX/XX's adept and brave styles
Brave LS/SA and adept CB/SnS are the peak of fun
>t.no adrenaline organ
Not him but slowmo effects really reduce the cathartic feeling of pulling shit off perfectly and fuck with the pacing of the fight
It's why infinite climax is the real way of playing Bayo for example

I fucking love the one in Killer is Dead.
I'd cum if there was something similar with the character just ora oraing a dude.

I'm sure Nioh 2 is gonna be just as fun as 1. Currently, I think we don't have much hope for Ninja Gaiden, and I just want to go back to Onimusha and transform into a Yokai for fuck's sake.

Nioh is more Onimusha than it is any other game but it still does a lot of things very well and I love it for it.
>patrician style choices
Fucking hell. About the slowmo, it's just something that you hate or love. I never really saw how it fucks up the pacing of the fight since it's usually like a millisecond for me.

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What a bunch of basedboys no /as/pies, parrying is infinitely less superior than just blocking, parrying is the definition of a fedora tipper in real fighting

Then good thing that DMCV has a fedora weapon.

Because they are usually accompanied by those few frames of 0 movement that really add to the weight of the action

projecting

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>Shield parry a leaping Chimaera out of the air
Based as fuck.

Thank god for Tim Rogers. Never read that article but I instantly recognized his voice.

remember all the dumb as dogshit people who couldn't parry in metal gear rising? fucking hilarious.

Parrying is born from a fear of getting hit, fear of getting hurt, it's also born from a superiority complex

Blocking knows that fighting is dirty, you gonna get hurt if you fight, but you don't mind because you want to get him fucked up too

Tales of Hearts R's combat is built around perfect parrying with small windows and it's great to always pull off iframe counter combos that link into aerial infinities in a series that's always been really restrictive on shit like that
But when done wrong these mechanics can hurt the game, look at nuYs and how their perfect guard/dodge mechanics just ruin the flow of combat
Parries so forgiving they give you a half a second window to perfectly register are cancer
I'm reminded of how terribly Yakuza Isshin did dodging and parrying too in comparison to Kenzan

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Not strictly parrying but I appreciate the ability to shoot large projectiles out of the air in RE4, that was always very satisfying.

The counter kills in early asscreed games
>geting the timing right with the hidden blade
satisfying as fuck

God Hand's counter hits will always be superior to any actual parry. Autistically practicing the timing of a dinky little jab and ruining people's day with it, or kicking them to the fucking east coast is the best and most rewarding timing-based element in an action game ever. Doesn't hurt they'd effortlessly push your shit in if you fuck up, either.