Quote from Cucurbita;236321:
The point of contact is directly at the center of your line that you draw. The blocking animation COULD be a bit faster though.
You can block shurikens or cancel anime attacks by hitting them, so you can balance out blocking and offense.
I did the tutorial; I know HOW to aim. The problem is doing it while you're being attacked by multiple enemies simultaneously. It's a poorly designed system; my sword blade should be capable of hitting enemies anywhere along its path -- perhaps with less force, but impacts should still be registered. As it is, it's like playing the game on a DS screen, except you don't have the precision of a stylus. And jabs are less accurate than desirable as well due to the lack of a reticule when the blade is pulled back prior to the blow. Basically it feels a lot harder than it really should, and not because the fights are particularly challenging but because the controls hamper the player.
The AI is cake, and the ability to stun enemies to prevent them from attacking is overpowered. Better control design would lead to players being practically invincible. I'm guessing either the designer saw flawed controls as an acceptable means of increasing difficulty, or was just too lazy to rework the combat system to allow players to be faster and stronger, or just didn't see an issue where there obviously was one.