Fighting is the crux of Thymesia. Unless you are wandering around Philosopher’s Hill, you are going to be in constant danger, and engaging in life or death combat on the regular. Everything is out to get you, and safety is merely an illusion. Thankfully, most enemies are fairly simple to overcome.
Related: Thymesia - Beginner's Guide
Most - but not all. Scattered amongst the rabble are more powerful, more elite enemies - heck, there are even mini-bosses lurking in the shadows too. These enemies are no joke, and this is, in part, thanks to their access to devastating Critical Attacks. They are not to be underestimated.
Critical Attacks, for the most part, are suped-up attacks that deal massive damage, and, occasionally, trigger fancy cutscenes (of your getting beaten to neat/actual death). These attacks cannot be blocked, they are difficult to dodge, and without special Talents, they can’t even be deflected.
This makes them the second-most-powerful attack type in the game, behind the boss-specific Ultimate Attack. Thankfully, Critical Attacks are telegraphed heavily, so you will always know they are coming. This is conveyed via a green glow and a noticeable audio cue. There is then a windup of varying length, followed by the follow-through.
There are multiple ways to deal with Critical Attacks, but the one you will always have access to is by throwing Feathers. If you throw a Feather just before Critical Attack lands, you will stagger and knockback the assailing enemy, leaving them open to attack.
The timing is very tight, but not tight enough to feel unfair. The catch is that every enemy capable of unleashing a Critical Attack has a different wind-up. So knowing when to throw a Feather is much more important than
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