Onimusha: Way of the Sword Kampfsystem erklärt
Quick answer
Der Kampf basiert darauf, den Gegner zu lesen, statt ihn zu überdamagen. Du wechselst zwischen schneller Einhand- und schwerer Zweihand-Haltung, antwortest mit Parieren oder Ablenken, konterst mit Issen und gibst gesammelte Seelen für Oni-Waffen aus.
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Swordplay has always been the reason this series exists, and everything shown so far points to Capcom rebuilding the combat around a single idea: attacks should be answered, not tanked. Blocking exists, but it does nothing for you. Parrying, deflecting and countering all feed the soul economy that powers the rest of your kit.
That makes the combat unusually readable once it clicks. Enemies telegraph, you respond with the correct defensive tool, and the response itself creates your offence. This page is the overview of that loop; each system has its own page with more detail.
The two stances
Musashi fights with either a one-handed or a two-handed grip, and the trade-off is straightforward. One-handed attacks come out faster and are safer while you are still learning a moveset. Two-handed attacks are slower but hit considerably harder, which makes them the correct choice during punish windows.
The mistake new players make is committing to one stance. The intended rhythm is to probe with one-handed attacks, recognise the opening, then convert to two-handed damage while the enemy is recovering or staggered.
Stance choice also decides weapon clashes. When blades lock, previews describe the winning input as mirroring your opponent: answer a two-handed attack with a one-handed attack, and a one-handed attack with a two-handed attack. That turns a neutral exchange into a decision you can win deliberately.
Parry: the core defensive tool
Parry is the mechanic to build your game around, and it does more than stop damage. A successful parry lets Musashi redirect the enemy's attack, and in some cases knock the enemy into the surrounding environment, which drains their stamina. Knocking an enemy into a wall or off a ledge is not a flourish — it is stamina damage, and stamina damage is what sets up your biggest finishers.
Chaining parries has a second payoff. Landing them in succession puts Musashi into a damage-boosting state in which his attacks also generate more blue souls. Defensive consistency is therefore directly converted into offensive output, which is why the game never feels like it is punishing you for playing carefully.
Demo-tested
Parry redirecting an enemy and draining stamina when they hit the environment was demonstrated in hands-on previews and is reproducible in the playable demo. The damage-boosting state from consecutive parries was described in previews; its exact trigger threshold has not been published.
Deflect: the ranged answer
Deflect sits beside parry and is easy to confuse with it, but the two do different jobs. Deflect also destabilises enemies and drains their stamina, so it is a legitimate offensive-defensive tool in a crowd. What it cannot do is redirect the enemy the way parry can.
Its unique strength is projectiles. Deflect bounces ranged attacks back at whatever fired them, which makes it the correct response to throwers and archers rather than a worse parry. In practice you will use both constantly, and the habit to build is: parry melee, deflect projectiles.
The two inputs are covered in detail on the parry and deflect page.
Reflex dodge and blade clashes
Dodging has a second layer that most players miss on their first run. Pressing dodge at the right moment triggers a reflex dodge instead of a normal roll, and a successful reflex dodge lets you follow up immediately with a heavy counterattack. It converts a defensive input into one of your largest damage windows.
Chain enough of them and Musashi enters a reflex combo, a multi-slash sequence that shreds a single target. It is high risk, because a mistimed dodge removes your defensive option, but it is also the fastest way to delete a dangerous enemy once your timing is trustworthy.
Weapon clashes are the other layer. Blade lock happens when your weapon and an enemy's meet and hold, and winning requires the correct input rather than mashing. Blade flurry is the faster version: when both sides commit to a similar attack at the same moment, the weapons collide in a rapid exchange that resolves in favour of whoever picked the correct stance response.
Issen and the counter window
Issen is the series' signature move, and it works differently here than veterans will expect. Rather than countering after a successful parry, you attack directly at the moment the enemy's attack is about to land. Get it right and Musashi sidesteps and counters in one motion, damaging several enemies at once and generating more souls to absorb.
Issen can also be chained, killing multiple enemies in a single sequence if the timing holds. That makes it the highest-value habit in the game for crowd control, because it converts the most dangerous moment of a fight into your best offence.
There is a stronger variant tied to stamina. Once an enemy's stamina is completely drained, you can perform a break Issen, which lets you target specific parts of a boss's body rather than mashing neutral attacks. On bosses this is the difference between chip damage and dismantling a threat.
The soul economy
Underneath the swordplay sits a resource loop. Musashi generates differently coloured souls during combat, and each colour does something distinct.
| Soul | Function | Notes |
|---|---|---|
| Yellow | Restores health | Also produced by certain Oni weapons |
| Blue | Activates Oni weapon skills | Generated more quickly by consecutive parries |
| Red | Unlocks abilities and upgrades equipment | Tied to long-term progression |
That table is the whole strategic layer. Parry well and you generate more blue souls; blue souls feed the Oni Gauntlet; the Gauntlet pays out as healing, burst damage or stamina breaking depending on which weapon you activate. Players who stop parrying lose the engine that funds everything else.
The Gauntlet itself works off a meter that fills as you land attacks. Once it is full you can activate an Oni weapon, each of which is a powerful special move with a different job. The full list is on the Oni weapons page.
Oni abilities and the environment
As the story progresses Musashi gains Oni abilities that change how you move through levels as much as how you fight. Previews have confirmed Oni vision, which reveals hidden elements; Oni power, which boosts attack strength; and a wall-run that only works on specific marked surfaces.
The environment is also part of your kit in combat, not just traversal. Musashi can lift and throw objects such as tatami mats to block an enemy's line of sight, leaving enemies temporarily unable to target you. Push that further and enemies can injure their own allies, which is as useful as it is funny.
Difficulty and how the combat scales
The demo offers Story and Action difficulty, and it is deliberately easier than the retail game. Producer Akito Kadowaki has said the demo hands you late-game abilities so players can feel where the combat ends up, which means its encounters are balanced around a stronger Musashi than you will actually have early on.
The full game is expected to be harder, with both regular enemies and bosses tuned upward. Capcom has also said more granular difficulty adjustment will be available than the demo's two options, so players should be able to fine-tune rather than pick between two extremes.
Presentation and finishing moves
One thing worth flagging for players deciding whether the game is for them: the finishing system is explicit. Dismemberment is a full mechanic, not a rare animation. Attacks can cut through an enemy's torso with the upper body sliding off along the swing direction, or split an enemy in half.
Capcom has made no attempt to soften this, and previews describe it as intentional — the brutality of sword combat is part of what the game is selling. If that is not for you, you will want the Story difficulty setting.
Sources and confidence
The stance system, parry redirect, deflect, reflex dodge, blade lock, Issen and the soul colours have all been demonstrated in hands-on previews and the playable demo. Difficulty commentary comes from producer interviews. Anything describing exact frame data, damage values or trigger thresholds is not published and is not stated here.
Ähnliche Seiten
Issen
Was Issen in diesem Spiel ist: das Konterfenster, warum es nicht das alte Issen ist und wie man das Timing trainiert.
Parieren & Ablenken
Der Unterschied zwischen Parieren und Ablenken, wie beide Ausdauer kosten und wann Ablenken besser ist.
Oni Gauntlet
Wie das Oni Gauntlet die Blau-Seelen-Leiste füllt, welche Oni-Waffen es gibt und wofür sie taugen.
Oni-Waffen
Alle bisher gezeigten Oni-Waffen: Zwillingsklingen, Hammer, Windklinge und Erdschüttler.