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good job!
I think a good feedback would be to add a big stagger for landing a deflect at the end of an enemy combo string, giving you time to punish,
I also believe the camera should be offset a bit more so the player never obstructs the target,
And locking my rotation during an attack doesn't feel great, especially considering you can't cancel your attacks as far as I could see.
but yeah, as someone who's currently developing their own third-person game with combat, this gave me a lot of inspiration!

(+1)

thank you for the feedback. the player obstructing the view is definitely an issue thats a bit tricky, i try to minimize the sideways rotation of the camera since then you get a bit of a disconnect between the player movement direction and the analog stick direction. if i just zoom out the camera i kind of loose that cinematic feeling.
also 100% agree on the parry, it feels not very rewarding right now, but i am working on implementing  a better one that will also disrupt the enemy attack chain. and the attack cancel is also on the todo list x)
good luck with your project as well!