ITT: Post games with shit combat

ITT: Post games with shit combat.

Attached: botw.webm (853x480, 2.84M)

i would post it but currently i don't have a webm of it
here's a pic of a birb that really likes watermelon

Attached: 1590551092197.jpg (391x391, 55K)

Final Fantasy XV
It just got worse with each demo.
They really had no idea what they were doing.

BOTW is the perfect example of shitty combat

epic

and yet ff7r is even worse somehow

Death Stranding

4 years crying about one of the most acclaimed video games in history.

What a waste of your life lmao

Attached: 1578909290195m.jpg (651x1024, 69.2K)

It isn't, and that's universally agreed upon.

Attached: w3.jpg (460x215, 38.53K)

lmao no

Is this CEMU? I see so many videos of these glitches in BotW posted here but I've never had this happen. The melee is pretty eh by itself, but it also has a lot of other options that elevate it quite a bit. Master Trials was probably the peak of it, since you can't spam food. It's not incredible, but I wouldn't really call it shit, especially compared to other open world games which it mostly blows out of the water.

>LOOK MOM I POSTED IT AGAIN

>Is this CEMU?

Yup. Cemu is notorious for enemies freezing like this.

Are you fucking stupid or just acting fucking stupid?
Either way you should probably stop or else people might find you drool and take pity on you.

You first.

Ghost of Tsushima. Doesn't matter the difficulty

Can't say I've seen that problem from playing CEMU. It does play and run pretty flawlessly though.

Attached: Cemu 2020.08.06 - 22.34.47.03.DVR.webm (1280x720, 2.89M)

>exploit a loop
>"Wow, the combat is shit."

The control scheme on botw really was god fucking awful. Like dark souls memey levels

I didn't know you could do this

am i the only one that hate riding horses in this game?

Attached: 1597608148020.webm (640x360, 1.79M)

>Think limited framerate was an artistic choice
>play BotW in framerate hacks
>Wish this was the console experience.

I think it was an older glitch. If you play it now it should be fine

you first then

Tried it with normal people and it sometimes works. Not very reliable to replicate.

60FPS BotW is really fucking nice. Putting on one of the shader presets also makes things look nice. The decision to make the game look washed out by default is dumb, and a bit more color does wonders.

Might explain it. Think I'm playing a fairly recent patch.

Attached: Cemu-Screenshot-2020.08.01---18.41.44.95.png (1920x1080, 1.44M)

Attached: skyrim combat is sooooo much better than the witcher series.webm (480x360, 2.33M)

It's not but witcher combat is still fucking jank

I got you OP, look at this shit.

Attached: PunchingBagEnemies.webm (1280x720, 2.82M)

I didn't know you could glitch Juzuo into a loop. Nice

OP on suicide watch for another 4 years.

Any enemy/miniboss you fight in a space larger than their "home" can be done in this way. It's also highly effective against the Lone Shadow with the wolf you fight in Owl's memory of Hirata.

Basically, what happens is, when an enemy gets far enough from their "home" coordinate, their AI goes into an override state that forces them to slowly retreat back to it. In some cases they may be able to do a specific "forced" counter to an action of yours, but their AI will not trigger its own attack sequence if it is too far from the home, all it will do is retreat to the home.

The net effect of this is that, when an enemy is outside of its home radius, you can attack it over and over, and it will force it into a block/deflect state, which will slow down the retreat, but it will not be able to trigger its own attack patterns to break this up.

Interestingly, though not related to the same bug, you can loop lock SS Isshin too. In fact, there are several bosses with reliable loop locks (including Old Man Isshin, Emma, and all the Genis) because they have low "poise" stats; many of their attacks are interruptible, either via damage or via being forced to block in response to an incoming hitbox, and because their direct counter patterns are limited (usually based on sequential hits taken when blocking), you can "pace out" your strikes against their guard to force them to never do more than attempt an action you can interrupt.

At the very least, Inner Sword Saint does not have this loop lock as of 1.05.

Attached: SwordSaint.webm (852x480, 2.93M)