Perilous Attacks in Sekiro: Shadows Die Twice are powerful attacks that enemies and bosses perform. It is impossible to guard against them, and Sekiro has to find or learn a way to deal with them. There are four types of Perilous Attacks: Thrust, Sweep, Grab, and Lightning
Perilous Attacks in Sekiro
Perilous Attacks are powerful attacks that enemies (often Mini-Bosses and Bosses) use in battle. These attacks cannot be guarded, but Sekiro can learn certain skills that will help him avoid these attacks. A red Kanji for the word "Danger" will appear above Sekiro's head when enemy is performing a Perilous Attack, and the player must carefully observe the enemies behavior, stance, and other visual clues and react instantly with the specific counter to the type of Perilous Attack they are performing. .
Thrust attacks, while able to be deflected, cannot be guarded at all and will do full damage through a guard attempt. While it is possible to sidestep or deflect these attacks, the best way to deal with them is to learn Mikiri Counter from the Shinobi skill tree, as it will also do significant Posture damage to an enemy performing a Thrust attack.
- Since most enemies are right handed, they generally signal an incoming thrust by drawing their right shoulder back and pointing their weapon straight forwards.
- Sometimes enemies charge forward several feet as they thrust; they generally adopt a posture indicating that they are preparing to run at you.
- The window for Mikiri Counter is massive and spans the entire duration of the Step Dodge, well past its invulnerability frames; you must be sure that you are facing the enemy and stepping directly forward into the blow, and because of this it is possible that if you are too close to them you'll step slightly past them and the angle will mess up the attempt, causing you to take damage.
Sweep attacks are meant to cover a wide area and are aimed at your feet, thus its impossible to guard, deflect or sidestep them. If you see enemy performing a sweep attack, your best option is to jump over it and jump off their head (press the jump button again while airborne and in front of them), dealing significant posture damage and allowing you to perform a few strikes on the way down.
- Enemies generally perform sweep attacks from their left hand side to their right hand side, in contrast to thrusts; an enemy will signal a sweep attack either by drawing their left shoulder back or spinning 180 degrees clockwise, and then dropping their weapon low and out. In many cases, the enemy lowers their posture as well.
Grab attacks are often used by enemies bigger than Sekiro, and often do a lot of damage, though some expert martial artists use them as well. Grabs cannot be deflected or guarded, and there is no counter available to deal significant posture damage, though the enemy often leaves themselves vulnerable to attacks after attempting the grab. For these attacks, the player must either jump or side step, which generally provides the player with invulnerability frames as well as enough momentum to escape the reach of their opponent.
- Enemies without weapons are (usually) only able to grab Sekiro and can perform no other kind of Perilous Attack; enemies with weapons will generally sheathe their weapon to signal that a grab attempt is coming.
- The best way to avoid them depends on the grab: some grabs have lots of forward momentum (better to dodge to the side), some have a wide horizontal hitbox (better to leap or backstep), and so on. Grab attacks are often pretty obvious so players will have plenty of time to avoid them.
- Some enemies have "grabs" which are not perilous attacks and do not come with the usual red danger indicator; these grab attempts can generally be deflected, but not blocked.
Lightning attacks are used by a small handful of exceptionally skilled enemies and instantly afflict the target with the Shock status effect, dealing massive damage and stunning them briefly. While Eel Liver's Shock damage reduction effect can mitigate some of the damage, and the player can avoid the attack by jumping at the right time, the best counter for Lightning Attacks is a technique known as Lightning Reversal: jump, get hit by the lightning while still airborne, and then press the basic attack button before reaching the ground to reverse the lightning back at the opponent, afflicting them with Shock instead of you.
- Enemies always leap up in the air to signify the beginning of a Lightning attack, and they will hang in the air for much longer than you'd think to charge up lightning; your Reverse Lightning jump should occur about 1 to 1.5 seconds after they've left the ground, and jumping straight up in the air is the easiest way to guarantee you'll be hit.
- Step dodges are not generally an effective counter against lightning, as the explosion of electricity has a wide area of effect and lingers long enough to catch players at the end of their dodge.
- When the player successfully uses reverse lightning, they will perform an electrified horizontal sword swipe angled towards the ground that gains significantly extended range and safely discharges the electricity, either into an enemy or the ground if no enemy is near the effect; hitting the enemy with reverse lightning is impossible if you are too far away.
- Performing a running jump (hold sprint and press jump) can also give you extra air time; perform it directly forward towards the enemy so that you are hit point-blank by their lightning attack and then mash the attack button to discharge the lightning into them.
- Lightning attacks generally come in two forms: melee (a horizontal swipe with extended range) or ranged (a lightning bolt); if the player wants to play it safe and avoid being hit altogether, jump backwards and away from the melee attack, or get close circle around while jumping to the side to avoid the ranged attack.