>>723898115
I mean that's fair, I just think a little startlag on the parry would be nice. One of the first things I learned to do in NG4 was to guaranteed parry the basic mooks that do an uppercut-to-helmsplitter. Because even if you get hit by the uppercut, you can still tap attack as the helmsplitter lands to get the parry OUT of your own hitstun, and the timing is 100% consistent (you don't need to react to the AI choosing to attack, the follow up always has the same timing after the first hit). That's kind of broken, and it's a consequence of the "parry" being an input-driven action rather than a hitbox/animation-driven action.
Meanwhile, I think perfect block should not stun the enemy at all. Maybe it could give you a big chunk boost to your blood meter and/or give you a window where you can do a single blood raven action for free as a follow up. Something that would allow you to perfect-block a whole series of enemy combo strikes for a massive boost. It would still reward you for having good timing, and it would still allow the player to choose WHICH well-timed response they wanted for tactical reasons (do I want essence and an opening to attack? Do I want to fill my meter and get a free super? Do I want a slowdown window with iframes to set up a launcher and izuna?) But the game feel would be different for each, testing slightly different skills, and allowing mastery of each one to massage a slightly different part of the brain.
But this is just me wanking about game design. To be clear, I love the system in NG4, it feels awesome.