Sekiro: Shadows Die Twice: Difference between revisions

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* You can sprint as long as you like by holding down dodge. While obviously useful for getting around quick, it can also make avoiding certain attacks easier.
* You can sprint as long as you like by holding down dodge. While obviously useful for getting around quick, it can also make avoiding certain attacks easier.


* Treasure carp scales can be exchanged for valuable items. Even if a carp flees and disappears before you manage to kill it, they'll simply respawn after a short while. Some carps are unreachable until you learn to dive later in the game.
* Treasure carp scales can be exchanged for valuable items. Even if a carp flees and disappears before you manage to kill it, it'll simply respawn after a short while. Some carps are unreachable until later in the game so don't bother trying to get all of them right away.


==Combat==
==Combat==


* Almost everything in the game can be Deflected (parried). It's better to time your Deflects a bit too early rather than a bit too late as the window is relatively lenient and being too quick means you'll still at least block any normal attacks.
* Almost everything in the game can be Deflected (parried). It's better to time your Deflects a bit too early rather than a bit too late as the window is relatively lenient and being too quick means you'll still at least block any normal attacks.
* The mikiri counter can be used on any big thrust attack, not just ones involving weapons. About to eat a spinning side kick to the chest? Mikiri his leg.


* Keep on the offensive! Sekiro is a game about keeping up a relentless attack and deflecting enemy hits inbetween your own strikes without letting your foes regain their Posture. Playing overly defensively will generally only make things more difficult and make fights take much longer than they have to.
* Keep on the offensive! Sekiro is a game about keeping up a relentless attack and deflecting enemy hits inbetween your own strikes without letting your foes regain their Posture. Playing overly defensively will generally only make things more difficult and make fights take much longer than they have to.
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* There's not a lot of gated content. If you feel that a boss might be too hard, continue to explore elsewhere to collect more Gourd Seeds or Prayer Beads.
* There's not a lot of gated content. If you feel that a boss might be too hard, continue to explore elsewhere to collect more Gourd Seeds or Prayer Beads.
* Moving to the edge of a wall while wall-hugging will peek around the corner. You can throw ceramic shards from this position without getting spotted by enemies facing you and it'll (usually) put them in the perfect position for an easy deathblow.
* Most roof edges and straight ledges can be ledge grabbed even if they lack the obvious giant yellow line from the tutorial. That generally only gets used to mark rock walls or is very subtle on some ledges. Notably, the short walls in the estate side area can be ledge grabbed and climbed even though they have the short roofs that most games would use to mark them as non-grabbable wall edges.
* Yellow alert enemies can still be stealth deathblowed, only red alert enemies can't. The difference is whether the enemy, individually, has seen you and also knows your location. The former means that even if two enemies are facing each other talking, the one facing you may go into red alert from seeing you, but you can still kill his buddy if you get there before he turns around. The latter means that even if you're being chased by an enemy (or group of them), you're only ever really a few blind corners and a ledge climb away from getting the drop on them again. There isn't always a need to hide in the corner until they forget you exist every time you get spotted.
* Letting enemies see you at a distance just up until yellow alert will cause them to come over to investigate without sending out an alarm. It can be used to pull enemies out of annoying positions or isolate them from any backup they may have.


==NPCs & Quests==
==NPCs & Quests==