More parrying action returns to Inazuma. The bulk of your damage comes from Perfect Parries and your Honed Techniques, so prioritize parrying incoming attacks and attacking yourself when possible to quickly build up the means for both.
Duel 1: Ibuki
Ibuki has simple, single-hitting attacks with his polearm. He should give you no trouble once you learn his attack timings as long as you acknowledge the frequency of his attacks.
Duel 2: Hirotatsu
You get to punish this guy for taunting you back at the Yashiro Commission. His special attack is not an issue as long as you time it correctly - parrying the first strike will completely shut down the rest of the attack. The other concern is dealing with his persistent, two-strike normal attack chain, which he can perform many times in a row. Keep being ready to parry until he puts sword arm back down.
Duel 3: Younan
An Eremite Stone Enchanter has paid a visit from Sumeru to face you. Be particularly careful about learning the delayed timing on his moves, especially with his ground wave that involves him dragging his polearm along the ground - there's more delay after he sets up his weapon on the ground before the actual strike. Dodge out of the way if you have to.
A lot of other weird things can happen against him, including getting pushed far back due to his animations, his two hit normal attack can jump over you in some scenarios, and apparently the ground slam can outright whiff.
Lastly, note that Younan has a meter for his special attack, which builds as you strike Younan with attacks. Attack Younan frequently to accelerate the fight. Younan will abandon whatever attack he was doing to perform his special move the moment the meter fills.
Duel 4: Taroumaru
Taroumaru has come for a rematch after the Clash of Lone Blades. You still need to not act after the first parry on his Anemo sword strikes so you can parry the second blow in time. He also loves to dive bomb you with Electro stabs, and can perform five of them in a row.
Taroumaru's special is another type where parrying the first hit stops the rest of the move. Notable also is that a Perfect Parry on his special, or using your Honed Technique, will trigger a lengthy knockdown animation on Taroumaru. You would prefer to have him attacking so you can parry him, so try to saved your Honed Technique for when Taroumaru is already knocked down, or is performing the absurdly long electric stab attacks.
Duel 5: Akatsuki Saemon Juuzou
An honorable Kairagi faces you down, with a few modified attack chains. Be prepared for his jump slash, as he can follow it with two normal slashes unlike standard Kairagi. You'll also have to be careful parrying the spin slash - it may require two parries or just one depending on your proximity to it.
The main instability can come from Saemon Juuzou managing to take a wrong angle and whiffing with an attack - this likely means your parry will whiff, and you'll need to dodge while the parry goes on cooldown. The jump slash is easily the worst offender here, as Saemon Juuzou makes the jump massive and can go sailing past you, only to immediately turn around with the two follow-up attacks. I intentionally back up just to avoid this scenario.
Duel 6: Maguu Kengou
The exhibition's Maguu Kenki is willing to fight you after with a limited moveset, as well some small alterations. The Maguu Kengou's shield will block melee attacks from close range, though hitting the Maguu Kengou near the back will get past it. Note that the Maguu Kengou is another opponent you need to hit to build a meter for to see a special attack, but even blocked attacks advance the meter.
The wind blade attack fires five times on Pro. Your parries will reflect them back at the construct for extra damage output. The Cryo AOE attack is also available to the Maguu Kengou, as is its circular blade strike, so be ready to time your parry... and consider holding off attacks, as blocked attacks will stall the Maguu Kengou's attack animations.
By far the hardest thing in this event to parry is, appropriately for the Maguu Kenki line, one of the attacks you see the least: the chain of sword swings paired with clone follow-ups. You basically have to memorize the attack timings here due to how absurdly varied they are. The clone's second swing in particular is vile, as it appears and attacks almost immediately - it's nearly impossible to react to this without prior knowledge. Just dodge out of range if you get overwhelmed.
Your Honed Technique will knock the Maguu Kengou down. Note that doing this also resets the Maguu Kengou's meter for its special attack, so think on whether or not passing up a Perfect Parry is worthwhile.
0:00 - Honed Technique 1
0:03 - Duel 1 (Ibuki)
0:37 - Duel 2 (Hirotatsu)
1:28 - Honed Technique 2
1:32 - Duel 3 (Younan)
2:28 - Duel 4 (Taroumaru)
3:47 - Honed Technique 3
3:51 - Duel 5 (Akatsuki Saemon Juuzou)
5:11 - Duel 6 (Maguu Kengou)
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