I never was able to cuddle up to the combat. Got past the chained ogre and that was it for me. Figured if I was having this much trouble with regular enemies and mini bosses, what hope was there in taking on real boss? For me the game was more work and frustration than it was a good time. A co -op option like Nioh might have been welcome.
The more I played the game, the more I became convinced that combat in Sekiro is aimed at foiling the experienced Soulsborne player. You have to willfully let go of old habits, especially the habits pertaining to conserving stamina and invul dodge frames (block, counter, or jump before you resort to step-dodging in Sekiro).
- player stamina is infinite, which means you can run, dodge, jump (!!!), and mindlessly mash 'Attack' to overwhelm.
- most of the player attacks can be block-cancelled, which means you don't usually suffer from long recovery frames that make you vulnerable
- playing footsies with the AI and trying to get in just 1 or 2 stabs is highly rewarded in Soulsborne but discouraged (and even punished) in Sekiro
- jumping on an enemy's head -- especially after a Sweep -- is usually a more viable defensive move than a step-dodge
- blocking is super powerful, has a generous block meter, and very few enemy attacks will stagger you or break your poise in 1 combo. Soulsborne punishes most turtling strategies but Sekiro is pretty laid-back when it comes to blocking. If you get overwhelmed, you can slow down almost every battle by just holding Block.
- most bosses are vulnerable to the same exploits as normal enemies, like air-counters, firecracker stun, Axe spin-to-win, and so forth
- combat is close-range and fierce in Sekiro, whereas in Soulsborne you are usually punished with a big sweeping unblockable
- countering is more powerful than ever and Perfect Counters can be done indefinitely, even with a maxed out blocking meter.
I'm not saying the game is "easy", but it's not any harder than the other games in the meta-franchise.