![]() For bosses, their Structure is displayed at the top of the screen, as shown in the image below.Īs defense is so essential to your survival, you have four different methods of defense available to you: Block, Parry, Sway, and Dodge. Basic opponents bar which is just beneath their health. Always keep an eye on your Structure bar at the bottom of the screen, as it dictates all that you can perform and manage from moment to moment. ![]() As such, the smallest of encounters become a dance of dodging and blocking, getting hits in, and then getting some breathing room to recover before returning to the fight. This will recover both inside and out of combat, so long as you aren’t performing specific actions. Not only because your “lives” are a meaningful currency, but because combat encounters can resolve far easier if you wait for your opponents to make the first move.īoth you and your opponents have a Structure bar, which acts as a gauge for how many attacks you can block before your guard is broken. Whilst the high tempo soundtrack and fast-paced fights could entice you into an aggressive button-mashing playstyle, it is in your interest to play more defensively. Mastery of your skills takes time and patience, and that is perfectly reflected in Sifu’s mechanics. Therefore your move set is basic, and The Squats, the opening level of the game begins with smaller enemy groups, with (thankfully) similarly basic attacks.ĭon’t be fooled though Sifu is unforgiving and difficult from the offset by design. At the beginning of the game, with the exception of that prologue, you won’t have access to any of the combos. This includes light attacks, heavy attacks, blocks, parries, and dodges. Almost all combat scenarios will have you vastly outnumbered, and therefore you’ll need to use most of the moves in your arsenal to get out alive.Īs you complete the game’s gritty prologue, the credits sequence plays over you practicing some of the basic moves you will have access to throughout. You initiating a takedown is what triggers the second wind in any enemy, so ignoring the takedown prevents them from getting back into the fight.With its DNA rooted in the Batman Arkham combat philosophy, all fights in Sifu, both big and small, are frenetic, stylized, and heavily punishing if they aren’t handled with restraint and methodical strategizing. If an enemy is displaying any of these symptoms, ignore the takedown prompt when it appears and instead just beat down the enemy normally, eliminating them. Whilst it seems obvious in retrospect, it's not necessarily going to occur to many players that there is a workaround to this hurdle. It's also often a fairly certain tell if a regular enemy's Structure bar is impacted far slower than other enemies. If you see this, you'll know they're the one. Whilst it's not always easy to tell which enemy in any given encounter has the risk of second winding, a couple of hints are that some enemies have a yellow, flamy aura around them. Sometimes during combat encounters, you'll perform a takedown against an enemy and they will retaliate fully regaining their health and having their damage output increased. That's why a Shrine is in there to allure you to risk losing health/lives, but also ensure that every room of each level (no matter how many runs you've done) has a purpose. Whilst it's obligatory to obtain the keys for the metal gate on your first run, you aren't required to head in there afterward. ![]() There will be a number that you'll inevitably encounter as you progress (like the one on the dancefloor of The Club, pictured below), but many are tied to optional areas.Īn example would be the Skull Brothers' room in The Squats. ![]() Speaking of Dragon Shrines, as quintessential as they are to the upgrading of your character, they can be very easily looked past or missed entirely. They'll then allow faster progression through each zone, at the expense of all the XP you could have gained from the enemies you've skipped, and the Dragon Shrines that might have come alongside them. You'll encounter a door, and then acquire the key or keycard to unlock that door either later in the same level or from a later level requiring backtracking - a Metroidvania staple. But for people new to the genre and mechanics, it can be easy to forget - particularly as Sifu trains you to run the same routes time after time to attain mastery.Įach of Sifu's 5 levels has a number of shortcuts available, only usable on subsequent runs of an area. For those familiar with Metroidvanias, roguelikes, or soulsborne games, this point will be mute.
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