Your stats and equipment are overridden here, so focus on the parry ability given to you - it's the swiftest way to succeed. Note that your parry's 1 second cooldown refreshes if you parried a hit successfully - you may want to focus on parries (rather than moving or attacking) during fast attack sequences, as an error will make that cooldown relevant.
0:00 - Ookubo Sanzaemon
This is a firecracker Nobushi with no notable changes. The Firecrackers are quite an unstable hitbox, so I'd just recommend dodging those; his single swing and dashing strike aren't too difficult to parry and punish. It's quite easy to knock Ookubo Sanzaemon down after parrying his dashing strike, which tends to leave him on the ground long enough to loop him back into performing another dashing strike.
0:53 - Yasuhiko Tarou
One unique thing about this elite Inazuman soldier is that he will cancel whatever he's doing to perform his overhead slash attack if he takes a sufficient number of strikes. As this is the attack you can perfect parry, that means you want to pummel him. Freely attack into his blocks, as this provokes an overhead slash as well. His swift multi-strike technique should probably be run away from, or overridden by an overhead slash - the strikes are really fast, and punishing an overhead slash is both easier and more rewarding anyways.
1:53 - Mishima Michitoshi
This Kairagi has a modified blade - while he'll never infuse it, it will send out Electro waves in a straight line when he strikes forwards. Don't worry, though - parries will bounce these back at him. Just be wary whenever he backsteps, as he always performs a forward strike and projectile shot right after. His normal attack chain is extended to five strikes, but has some trouble adjusting to your position: the third and fourth strikes are barely moved at all, and the final strike may potentially overcorrect; I'd err on the side of caution with how much you try to parry here, lest your opponent miss you. He also has the Kairagi spinning strike, which you'll probably have to back away from and space to punish with one parry. If he blocks, hitting his guard twice will provoke an overhead strike that creates your perfect parry opportunity - treating him like a normal Kairagi and running to his back will only slow you down.
3:15 - Taroumaru
Anyone familiar with the Kageroumaru battle will have some grasp on how this ninja dog works. In Perilous mode, Taroumaru must be pushed through repeated attacks and parries into his attack that you can perfectly parry - his enrage meter will reset if you don't pressure him enough. Taroumaru can block your strikes, but even blocked strikes build Taroumaru's rage - this may be worthwhile if you're near his enrage point. Taroumaru may respond by moving away and deploying a bomb... that, hilariously, you can parry (though the timing is very hard to get used to: it's quite late, practically a moment after the bomb is already exploding). Taroumaru's main attack is a chain of three strikes: don't act after the first parry, as a second strike is coming immediately after. Taroumaru may also jump into the air and plunge down with an electrified sword - parry right when he crashes to the ground. Taroumaru may also send out three electrified waves in a spread pattern - this is another very delayed parry, but well worth it if you do it right in front of Taroumaru and send all three waves back at him. His perfect parry attack involves a ramming attack followed by a powerful strike - parrying either of these will knock Taroumaru on his back, leaving him more vulnerable to damage.
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