Malenia was tough. It took quite a bit of time to figure out her moveset, even if a good amount of that time was trying to solve her flurry attack. That being said, they actually did it. They manage to shore up Friede's weaknesses and, over three different tries, finally make one that feels complete.
To start, I feel the experience with this fight would vary wildly, even more so than any other, from build to build, so for context I did this fight with colossal GS as main weapon and decided to not parry at all for this particular instance.
Malenia's moveset was absolutely marvelous. While Maria and Friede had various issues, their biggest one to me has always been that they only move in a straight line offensively. Friede had a standalone side step but it doesn't translate into anything so it's just for flavor. In order to protect their weakness of being staggerable, they made sure to have as little gap as possible in their combo strings, resulting in combo sequence more similar to something you'd find in actual action games in that they would take their turn and then you would take yours. Additionally, they are provided hyper armor after taking a certain number of hits for their next attack, which works but felt like a band-aid solution. While the fight might feel fast, the decision making required is actually really slow, so it's easy to get comfortable, and in Friede's case, it turns more into just an endurance fight.
Malenia's is completely different. Her movement abilities are amazingly well thought out. She has the core left and ride step into sweeps (her left is faster than her right) that are great for her sequence change up and also makes it hard to keep her at ideal distance (they are super easy to parry however). She has the retreat for when she has been intercepted on too many moves in a row, instead of just applying hyper armor on her after recovery. She also has two variations of her standard double slash, one of which is a retreat that allows her to go into her three different long range options or just reset. She is also much much better equipped to defend herself, with a lot of her core attacks built to prevent easy roll-throughs. You cannot stick to her like glue if you mainly dodge for defense. She has moves that gives you opportunity to close in and moves that force you to go back out. Because of this, keeping proper positioning relative to her is a full time task and felt amazing in practice.
This kind of zoning is also only possible because, despite how long her sword looks, she has really modest range on her core attacks. You can simply outrun a lot of her attacks, which was necessary in the case of the colossal GS because rolling recovery is too long to secure decent damage. Colossal GS also suffers from the fact that jumping attacks and R2s simply have too much recovery and her standard double slash will clip, so unfortunately colossal GS users will primarily need to use R1s to dish out damage. I was using Godslayer's GS so my ash was also useless outside of one specific instance so I really had to rely almost entirely on R1s. That being said, it was really fun to optimize damage against her because of these limitations. Almost felt like an old souls game for a bit.
Unlike Maria and Friede, who get their hyper armor added on recovery to turn the tide, Malenia has hyper armor on specific moves, and some only during certain parts of it. Because the hyper armor active window is clearly defined, it's a lot easier to work out a plan against her since you know where you can stagger her and where you need to be cautious. The one that's the most notable is her right side step, which during the movement part has hyper armor but when she is getting ready to swing, does not. Adding on top that right step is the slower of the two that's a really good place to continue to pressure her if you are within range.
One thing I really liked about Malenia's moveset design is how the devs chose to show the two different versions of her triple slash into sweep attacks. The two versions have the same triple slash but the follow-up sweep has a fast and slow version. They decided to differentiate the versions by whether Malenia attached her sword to her arm or not, and that's shown by whether there are sparks right before the triple slash comes out. If sparks, attached and fast sweep is coming. If no sparks, not attached and slow sweep. I thought this was an amazingly cool way to show the tells of an attack. It's not major but it's one of my favorite things from the whole game.
I really liked how the flurry move is overall designed in that it has three parts and the best way to deal with each one individually is different. It is super fun to dodge once figured out. Part one requires running away to proper distancing and/or specific tools for countering. Part two require dodging into the boss with moderately strict timing, and part three can just be walked off. It took a while to figure this one out because for souls games I always operated under the impression that the basic dodge would be sufficient in solving everything in the game. That has been true all the way through DS3, but in ER I felt that there are two cases where that's not true.
-Godskin Noble's phase 2 belly bump, which is way too fast to react too and too fast for most weapon's recovery.
-First part of Malenia's Flurry which lasts too long (and she also readjust and move forward more during middle parts of it) for standard dodge in any direction to work unless you have significant distance.
The former can at least be reasonably contained by hard flank constantly so it never comes out. The latter cannot be prevented at all so you have to figure out ways to deal with it. Like I said at the beginning, this fight goes very very differently depending on how you approach it, so I still need to try this with other weapon classes to see how it feels. But with just colossal GS, I had to rethink my loadout and add a dagger with bloodhound step to properly counter the flurry. I am not sure how I feel about something more specific being required as a base line for fighting a boss in a souls game. On the other hand, I also thought that Sekiro's baseline not requiring any of the shinobi tools to clear any boss was kind of a waste for that part of the combat system. It does help show case more defensive ashes like bloodhound step and barricade shield, so right now I don't think it's an issue that one weapon class needs that tool to avoid the flurry.
I don't have as much to say about Malenia's second phase since they are all minor additions. She has a phase change explosion that is super easy to dodge (run away from) and leaves her extremely vulnerable. Some additional combo finishers were added, several new gap closers were added and another aerial attack was added, all of which are easy enough to counter. I think this will also be quite a bit different depending on loadout, but I wasn't going to say no if she gave me 15 seconds of free damage so phase 2 was comparatively simple for me.
As for parts to improve, one of the following would help make the boss more reasonable.
-No life steal on block with no damage. (I feel kind of strongly about this one. This punishes shield users way too much I think)
-Flurry prep is another second or so longer so it doesn't require as tight a timing on move recognition and reaction to start running away from her? Not sure if this is really an issue but I did feel that from when she goes airborne to when the move comes out it's pretty fast for how deadly the move is.
-Stance break last a little longer? Her stance break down time is like 1/4 of every other boss in the game. I think certain ranged play style simply will never get to critical since unless you are within several character models distance to her you will not reach her in time.
-Maybe I just missed it, but I didn't find any move that can be jumped over, so that part of the new mechanic was kind of left out. Can't have everything but it would have been nice if just one move had an optimal counter that required jumping.
Overall I think she is definitely one of the best bosses From has ever made and I would say they definitely solved the issue with humanoid staggerable bosses. Mechanically she is nearly perfect.
RL130
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