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the dodging mechanic is key to getting in the strike zones. Think of this like the dash cancel in astroboy in gba. Once you get used to it you can move fluid to attack more often. As a sword and shield user in monster hunter, I rely only quick combos at short range so this sounds like fun to me. (the tail sweep move of big monster requires you dodge if you want to keeping whacking the creatture instead of blocking it and having to wait for the slow stagger animation to finish) None of this shit is new. You had stuff like this in soul reaver games. Demons/vamps much faster than human so it made perfect sense because you would see a move coming a mile away and to a human it would almost appear you were psychic but you just perceive the world moving slowly as you are experiencing things at high speed while humans are going slow speed. Instead of making you super fast they could make enemies really slow in a different series; Giving ign noobs chance to understand the meat of the combat before playing in the deep end. The IGN God Hand review is example of them rushing to play games without giving thought to how the designer wants you to play it.(the game also doesn't have blocking and was hard)Several elements tie this together. After taking damage you have a few seconds to regain that health by attacking enemies, which lets you sustain through longer engagements without backing off to heal. The dodge changes function: a roll when you're not targeting anything, and a faster sidestep when locked-on. The latter is a move of huge utility, and only uses a small amount of stamina, allowing you to zone in and out of fights as well as twinkletoes it around larger foes. But the most important tool outside of your main weapon, in PvE and PvP, is the gun.