Welcome to another Dark Souls breakdown! In this video, I dive deep into the frame data of some of the most iconic and notorious enemies in the game. We’re talking about the Taurus Demon, Titanite Demon, Smough, Centipede Demon, and Gaping Dragon – all known for their unpredictable, and at times, janky attack patterns. Join me as we explore the hitboxes, iframes, and the overall combat mechanics that make each encounter so unique and frustratingly fun.
Whether you’re a seasoned Dark Souls player or just trying to get through your first playthrough, this video will give you a new appreciation for the beautiful chaos that is the frame data of these enemies. Boss fights in Dark Souls aren’t just about dodging and rolling – they’re about understanding the fine details that make each fight feel like a challenge.
Don’t forget to like, subscribe, and hit the notification bell for more Dark Souls tips, boss guides, and frame-by-frame breakdowns of the toughest encounters in the game. Let me know in the comments which enemy’s frame data you want to see broken down next!
#DarkSouls #FrameData #TaurusDemon #TitaniteDemon #Smough #CentipedeDemon #GapingDragon #Soulsborne #BossFight #Gaming #DarkSoulsJank #DarkSoulsGuide #FromSoftware #GamingAnalysis #Hitboxes #IFrames
24 Comments
What game should I “pop the hood off” next?
I swear Demon/Dark Souls was crafted because Fromsoft didn't measure up to other hack n slashes during the 6th gen (people hardly remember Otogi and Ninja Blade) and so the Souls games were created to poison the action game genre as to what good game design means with RPG elements having players give themselves unto builds they couldn't tell were suboptimal until it was too late in their blind playthrough making internet guides MANDATORY for a fun time. How else can you explain a company with a history in action games crafting hitboxes like these? This is a similar scenario to how CS was made because Quake's gameplay was too fast paced (just trust me on that).
Bro just use a shield and swing after he's done it's actually super easy
very good breakdown, i would be one of the people that has to agree that these were intentional designs mostly though. as a life long DS1 player that started with this game, the hitboxes actually felt better than most games of the time, but they do require time to understand how to get around them though. i'll give my thoughts now if you dont mind haha.
i'll start by addressing the big thing, being delayed extended hitboxes and feetboxes. in general, i refer to these as shockwaves. while there is jank with the feetboxes on gaping dragon, and the delayed aoe on taurus demon. i can say with 100% certainty that the intention was to get you used to big bosses and learn positioning, rather than relying on the dodge roll. taurus demon always seems to damage you in some way if you try fighting him like a normal enemy, but the flash of shockwave damage that you see, was a way to punish people who tried to i-frame the main attack and fight him that way. instead the intended way to deal with taurus demons without ladder strats, is to keep distance, wait for an attack, then run in and attack before creating distance again, which im sure people know anyway, but just saying for clarity.
gaping dragon is another example, the feet boxes are weird, but mostly do feel like mini shockwaves subtly telling you to keep distance, another thing i'll point out is these shockwaves on almost all bosses do way less damage, meaning they're usually not a big deal, and are just warning hits. the reason i bring this damage up is because the gaping dragon has another attack with a weird extended hitbox, but does FULL damage. this is the charge attack, many times you'll move to the side after getting you weakspot damage in and this charge will get you because one of his elbows touched you, this is an example of actual bad hitboxes in the game.
other bosses like smough have some weird ones where you can actually touch his hammer, but i would agree its probably to give you a window since he and the hammer are so big it can even be impossible to dodge attacks if you're too close, thats why i actually dont like the fight too much. other stuff that can be weird is aoe's in general, like quelaag's aoe and second phase O&S, where it looks like the aoe is over and you run into the blast, this might be an extended hitbox issue with the visuals also not communicating that the hitbox is still active, these are annoying but even these have been worked around and most people who've played for a while can intuitively tell how all these hitboxes work, but its still cool to see the hitboxes visually represented in this video. however i have to agree titanite demon and centipede demon are a mess.
Still way better than the sequel
I knew this game was absolutely jank… but not this bad!
the gaping dragon feet have hitboxes when they move I dont understand why this is so complicated.
and a comment
people always give DS2 shit for funky hitboxes, while DS1 has some INSANE shit.
DS2 and DS3 when?
Lol no bed of chaos? U saw those completely WRONG hitboxes?
So weird to see the hit boxes that I learned to deal with. I remember realizing that Smough had no hitbox during the run attack and you can actually dodge clean through him.
Please for the love of god. I need you to make a video like this about fume knight. I fought without points in adaptation because at that time I didn't knew. and I had to learn so much jank to be able to beat it
"dark souls is a perfect game!" Yeah yeah yeah, stfu. 😂😂
"Why the feet?" My friend.. have you forgotten who directed the game?
goated video
DiFfIcUlT bUt FaIr!!!!
How about ds2?
Luckily in DS1 you can almost always just roll away from the boss, or just straight up out-space them so you never have to worry about timing i-frames with this nonsense.
It’s really isn’t until DS3 that enemy attacks really snap onto you, and using i-frames is your only option to avoid damage (if you’re not using a greatshield).
This is why i never understood ds2 hitbox hate, ds1 and ds3 aren’t that much better
Git gud scrub.
Wait till he hears about Elden ring pvp hit boxes
Replaying DS:R now, and cheesing enemies is fairplay. I did not jank until I was janked first.
Worst jank is ds2 none of these comes close.
NGL, my strategy against the gaping demon was to stay far away from him until he does his charge move and attack him from the side.
Edit: Spelling fix