I forgot to clarify that the braided ponytail shown in the video won't have a hitbox, and that goes for every hairstyle. As many people in the comments have also pointed out, this is not even close to every low profile animation in the game, there are many more, such as Beast Claw heavy attack, Greataxe rolling attack, a dozen or so incants with the same animation (the fortification spells), as well as a lot of jump attack movesets, etc Sorry for such a short yet complex video, there was a lot to try to address and demonstrate, I'm still trying to find the best way to work this format and make the most interesting video So forgive me if there were any issues
Beast claw enjoyers like myself already know about the power of ducking. The beast claw r2 is one of the best r2s in the game if you know what you're doing. The charge animation lets you avoid so many attacks by ducking and then you can choose to either follow through with the charge attack or do the feint attack that lets you backflip out of the charge animation, great for spacing. I genuinely think that the beast claw moveset has the highest skill ceiling in the game, and can look absolutely broken with enough practice
The problem is that it's simply not clear enough that this is possible, even less than jumping anything that isn't strictly a grounded attack, players will almost never figure this out naturally unless they watch advanced players play.
which is a good thing because it rewards the players that experiment and think outside the box. there is always something new to figure out. this adds a lot of replayability to the game/bosses when you think you've already learned them. not everything should be immediatly clear in a souls game
It's good because it adds an extra layer of depth for people who enjoy learning bosses. Most people will never need this but it's good that it's there.
@@glisteninggames2981 Attack clarity is part of the design contract. The player is restricted to trash mob stats but use an i-frame tool. Mobs get better stats but have movesets to accomodate the i-frame tool. If you gotta eat an attack to deal with it, it's cheeks and that's why the actual intended actions like jumping are made sure to be consistent. Good replayability comes from better observation and execution (like exploiting tracking), not random interactions that can borderline jank.
Elden Ring is the easiest to get into, but the variety of build and the high skill required to master any of them is what's so rewarding. There's too much for any one player to figure out on their own without literally a thousand hours trying out everything. What you're looking for is Sekiro, which clearly lays out exactly what you have and how you can use it, while still giving you creative options via the skill trees and tools. The former is easy to learn and hard to master, while the latter is hard to learn and easy to master.
@@glatykoffi6672 Idk what your point is with the design contract thing and eating attacks to deal with it, so I'll just respond to your last sentence. My reply implied alternate dodges/punishes in general with the replayability thing. And even those random interactions with ashes of war can add replayability, because it still allows you to fight bosses in ways you didn't know existed.
I first noticed the utility of this sort of thing when fighting Margit for the first time. The majority of his swings would fail to hit me if I was in the middle of a low attack animation. It's a bit precise, but I've tended to find ways to utilize it against various bosses. The magma wyrm/butchering knife two handed heavies are one of my favorite ways to get low.
Was fighting sewer Mohg a while ago and accidentally shackled one time too many, causing me to duck one of his swipe attacks. It left me completely baffled at the time; glad to have an explanation for it!
I adore low profiling. At first it only becomes apparent when learning a boss, doing an attack/other action outside of your punish window and getting saved by it. But then you keep doing it like that and realize it's consistent. Happened to me with Mohg and Jumping Heavy Attacks. In fact, it makes many jump dodges viable in the first place, like for Rellana. There's just some really good synergy between jumping as a mechanic and this "mechanic". Later on, you may start actively looking for opportunities like that, optimising a brutal fight like Consort Radahn. (Fighting him with a greatsword is so much fun.) Some things in Elden Ring just feel like happy accidents. I don't know if this has ever been even vaguely thought about by the developers or if it is just a result of some good core gameplay. But it's cool and I'm gonna use it. Accidental genius is genius too.
This has kind of been present in previous games on this engine as well, in particular in Dark Souls 3, you can low profile quite a few of Sister Friede's attacks with Farron Greatsword, and heck that even works with the normal claymore and Nameless King.
You can also do this with the startup of Ground Slam and Golden Slam, since they both crouch down before they jump up. On top of their innate hyper armour, those two have some surprising defensive utility, although it tends to be pretty accidental most of the time. So in practice it just kinda adds to their funny factor.
I normally learn what can be ducked by experimenting with jumping attacks and seeing what moves I end up low profiling. I rarely use ducking on its own because unless you're low profiling with an attack it's rarely more optimal than just rolling, which is easier and less risky. But it is fun to pull off.
My first playthrough was with a colossal sword(s), and most of their attacks bring your character so low that they'll duck most attacks thrown out. Mohg was a joke because half his attacks I could just attack underneath
Anyone who has ever used a crawl up gesture on pontiff knows exactly how low profiling can break some bosses. However, in the heat of the battle I'd have to admit it is not a easy thing to pull off most of the time.
A very cool one I remember is seeing someone use Mohg's Shackle to duck under Astel's teleport grab attack, but I can't seem to find it now. I never got around to trying it, so I don't know how consistent it is.
I think the game should've emphasized this a little more, jumping over attacks and low profiling them can feel better than dodging or blocking through them.
i like low profiling but it feels like an exploit instead of something actually thought out by the devs, it kinda always been like this. best example gesturing rellana she literally cant do shit, the fight is not thought out for this strategy to be a good aha moment, its just that the hitboxes are extremely tight to the point this works. i really want to see in the future bosses that also take this defensive manuveur into account when they target their attacls
Actually, Souls hitboxes are quite janky, but as is quite optimization unfriendly making precise hitboxes all the time, they make something very simple; making hitboxes unfair also in your favor. With jumping this is more evident, as half of your hitbox is completely disabled.
@@interloper9589 Yeah, with a boss like Consort Radahn, who recovers stance so fast, having so many horizontal slashes you can low profile while getting an attack in is a godsend.
I forgot to clarify that the braided ponytail shown in the video won't have a hitbox, and that goes for every hairstyle. As many people in the comments have also pointed out, this is not even close to every low profile animation in the game, there are many more, such as Beast Claw heavy attack, Greataxe rolling attack, a dozen or so incants with the same animation (the fortification spells), as well as a lot of jump attack movesets, etc
Sorry for such a short yet complex video, there was a lot to try to address and demonstrate, I'm still trying to find the best way to work this format and make the most interesting video So forgive me if there were any issues
Honestly i like how you do it, makes it far easier to digest.
An absolute banger of a video. Love it. Good way of showing and nice vibes
The video was pretty good, thanks for bringing this to the attention, I will now be havin fun discovering New ones.
No-rollers: first time?
so real
You... don't roll... how do you play the game?
@@SirGideonOfnirTheAllKnowing shields are very strong
@@SirGideonOfnirTheAllKnowing watch gino do tank build
@@SirGideonOfnirTheAllKnowingstrafing/jumping/crouching/low profiling. Elden ring is the most diverse is avoiding attacking in souls games
Beast claw enjoyers like myself already know about the power of ducking. The beast claw r2 is one of the best r2s in the game if you know what you're doing. The charge animation lets you avoid so many attacks by ducking and then you can choose to either follow through with the charge attack or do the feint attack that lets you backflip out of the charge animation, great for spacing.
I genuinely think that the beast claw moveset has the highest skill ceiling in the game, and can look absolutely broken with enough practice
Its the most fun PVE weapon for sure, I love playing through and looking for horizontal attacks
i just hate how it hides your gauntlets
@@mfspectacular its unfortunate but I just wear no gauntlets so it doesn't look weird when you switch weapon and gloves appear all of a sudden
Definitely doing a playthrough with them now thx for the info fella
@@buckyhurdle4776its really strong in pvp as well if you know how to properly execute the one handed true combo. Ridiculously powerful
I had someone tell me that skill expression is discouraged on the DLC bosses because of how aggressive they are. Ooloh is here to prove them wrong.
“Skill issue” stays winning
Messmer is a dodge stylist's wet dream
(I am that mf)
Skill expression in Elden Ring is a choice, not a necessity. Its neither encouraged or discouraged. It is the players choice how to engage the boss.
It is discouraged though. You're making the bosses harder for yourself by trying this stuff. I think you're mistaking "discouraged" with "impossible"
Calling ducking skill expression is a joke.
New Oolah content situation is crazy
Nice critical title lmao😂
The problem is that it's simply not clear enough that this is possible, even less than jumping anything that isn't strictly a grounded attack, players will almost never figure this out naturally unless they watch advanced players play.
which is a good thing because it rewards the players that experiment and think outside the box. there is always something new to figure out. this adds a lot of replayability to the game/bosses when you think you've already learned them. not everything should be immediatly clear in a souls game
It's good because it adds an extra layer of depth for people who enjoy learning bosses. Most people will never need this but it's good that it's there.
@@glisteninggames2981
Attack clarity is part of the design contract. The player is restricted to trash mob stats but use an i-frame tool. Mobs get better stats but have movesets to accomodate the i-frame tool.
If you gotta eat an attack to deal with it, it's cheeks and that's why the actual intended actions like jumping are made sure to be consistent.
Good replayability comes from better observation and execution (like exploiting tracking), not random interactions that can borderline jank.
Elden Ring is the easiest to get into, but the variety of build and the high skill required to master any of them is what's so rewarding. There's too much for any one player to figure out on their own without literally a thousand hours trying out everything. What you're looking for is Sekiro, which clearly lays out exactly what you have and how you can use it, while still giving you creative options via the skill trees and tools. The former is easy to learn and hard to master, while the latter is hard to learn and easy to master.
@@glatykoffi6672 Idk what your point is with the design contract thing and eating attacks to deal with it, so I'll just respond to your last sentence. My reply implied alternate dodges/punishes in general with the replayability thing. And even those random interactions with ashes of war can add replayability, because it still allows you to fight bosses in ways you didn't know existed.
There's also:
Greataxes rolling attack
Colossal weapons rolling attacks
Some hammers heavy
And I think Roar of Rugalia also ducks some attacks.
Beastclaw heavy attack
Colossal sword running R2
I first noticed the utility of this sort of thing when fighting Margit for the first time. The majority of his swings would fail to hit me if I was in the middle of a low attack animation. It's a bit precise, but I've tended to find ways to utilize it against various bosses. The magma wyrm/butchering knife two handed heavies are one of my favorite ways to get low.
2:15 this is the worst way of trolling i've ever seen 💀
This kind of video style reminds me of Zullie the Witch.
I think that's what he was going for given they were inspired by Zullie's style. Really cool to see imo
I think that the reforged mod did implement this mechanic with the ducking, it fits so well with ER with the more accurate hitboxes
Was fighting sewer Mohg a while ago and accidentally shackled one time too many, causing me to duck one of his swipe attacks. It left me completely baffled at the time; glad to have an explanation for it!
1:17 Dunkey's classic strategy
I adore low profiling. At first it only becomes apparent when learning a boss, doing an attack/other action outside of your punish window and getting saved by it. But then you keep doing it like that and realize it's consistent. Happened to me with Mohg and Jumping Heavy Attacks.
In fact, it makes many jump dodges viable in the first place, like for Rellana. There's just some really good synergy between jumping as a mechanic and this "mechanic".
Later on, you may start actively looking for opportunities like that, optimising a brutal fight like Consort Radahn.
(Fighting him with a greatsword is so much fun.)
Some things in Elden Ring just feel like happy accidents. I don't know if this has ever been even vaguely thought about by the developers or if it is just a result of some good core gameplay.
But it's cool and I'm gonna use it.
Accidental genius is genius too.
The coolest "gesture to dodge combo" thing was demonstrated by Kamies in his pontiff sulyvahn parry tutorial 8 years ago
This has kind of been present in previous games on this engine as well, in particular in Dark Souls 3, you can low profile quite a few of Sister Friede's attacks with Farron Greatsword, and heck that even works with the normal claymore and Nameless King.
You can also do this with the startup of Ground Slam and Golden Slam, since they both crouch down before they jump up. On top of their innate hyper armour, those two have some surprising defensive utility, although it tends to be pretty accidental most of the time. So in practice it just kinda adds to their funny factor.
I normally learn what can be ducked by experimenting with jumping attacks and seeing what moves I end up low profiling. I rarely use ducking on its own because unless you're low profiling with an attack it's rarely more optimal than just rolling, which is easier and less risky. But it is fun to pull off.
You can very reliably low profile Commander Niall's horizontal charge with just a crouch.
Great video as usual, thanks to you for always being up to the task and also to Franz for this great idea ♡
My first playthrough was with a colossal sword(s), and most of their attacks bring your character so low that they'll duck most attacks thrown out. Mohg was a joke because half his attacks I could just attack underneath
I feel like I am taking a course, this is amazing!
here before the cheating accusations
I like doing this with AoTC: Horns since it lets you get the full charge off it you time it right.
Anyone who has ever used a crawl up gesture on pontiff knows exactly how low profiling can break some bosses.
However, in the heat of the battle I'd have to admit it is not a easy thing to pull off most of the time.
super cool, great work!
Like you demonstrated, jumps can also jump over some attacks.
A very cool one I remember is seeing someone use Mohg's Shackle to duck under Astel's teleport grab attack, but I can't seem to find it now. I never got around to trying it, so I don't know how consistent it is.
ooloh the wizard
lol so glad the braids don't have hitboxes
I’ve noticed most frequently it with a few of the jump attacks. Anyone else? I think greatswords and colossals
That OOT remix
I wanted to abuse this so much rellana, sucks that it isn't that easy to execute with some weapons
I think the game should've emphasized this a little more, jumping over attacks and low profiling them can feel better than dodging or blocking through them.
i like low profiling but it feels like an exploit instead of something actually thought out by the devs, it kinda always been like this. best example gesturing rellana she literally cant do shit, the fight is not thought out for this strategy to be a good aha moment, its just that the hitboxes are extremely tight to the point this works. i really want to see in the future bosses that also take this defensive manuveur into account when they target their attacls
1:19 I've done this purely on accident against both Melania and Rellana. I wish i still had the clip lmfao
i love the new editing style, only issue is the font isn’t comic sans :(
Might make it too whimsical
I lowkey wanna see you do a no roll run on some bosses
Neat explanation of this tech!
By the by, what's the song used as BGM here?
Ocarina of Time Lofi - Mikel
What mod do you use to practice these bosses?
Bro the game has been out for two years how did you miss that 😂
Actually, Souls hitboxes are quite janky, but as is quite optimization unfriendly making precise hitboxes all the time, they make something very simple; making hitboxes unfair also in your favor. With jumping this is more evident, as half of your hitbox is completely disabled.
i miss your voice
Praise the Useless!
It's actually extremely useful for no roll, or even just getting hits in you normally wouldn't be able to
@@interloper9589 Yeah, with a boss like Consort Radahn, who recovers stance so fast, having so many horizontal slashes you can low profile while getting an attack in is a godsend.
nice job on explaining this stuff!!! and thank you for sharing your knowledge on this.
Incredible work as always!