Parrying, Dodging & Difficulty
Combat · Defence & Accessibility
Defence is where Beast of Reincarnation's technical combat lives — parries and dodges in a Sekiro-like cadence, with the stated goal of staying approachable for non-action players.
Built so even people who aren't good at action games can enjoy it.
The clearest hands-on description of Beast of Reincarnation’s combat points to its defence: a rhythm of dodges and parries compared to Sekiro. This is the part of the system most likely to define whether a fight feels great or frustrating, so it’s worth understanding the intent.
Defence as offence
In timing-based action games, blocking and dodging aren’t just about staying alive — they’re how you earn your damage. Expect parries that deflect an incoming strike and open the enemy to a punish, and dodges that let you slip an attack and reposition for Emma’s vines or a Koo command. Reading the wind-up and answering it on time is the skill the game asks you to build.
Made to be approachable
Game Freak has repeatedly stressed that, technical as the combat is, they want it enjoyable for players who aren’t good at action games. That strongly implies tuning options — difficulty settings and/or assists — layered over the core so the timing windows can meet you partway. The exact shape of those options hasn’t been confirmed.
Our take, pre-launch
Treat the defensive game as the thing to practise first. If the comparisons hold, mastering the parry timing will trivialise encounters that look impossible at a glance — and the developers’ accessibility goal suggests you won’t be locked out if precise timing isn’t your strength. We’ll confirm the difficulty and assist options here as soon as they’re detailed.
Back to the Combat System overview, or read our full Combat Guide.