But I didn't call it a quick time event. I just said it's not "nothing at all" like it, either. And that it's ironic that we're defending the mechanic for not being a QTE, when one of the only QTEs in the game is activated by the mechanic. That doesn't make the mechanic a QTE, it's just funny, and in general I would agree that QTE I'm talking about is one of the lesser moments in the game.
I was just clarifying that "quick time event" is a very specific phrase associated with games like God of War or Shenmue. Metroid Dread is more akin to a fighting game parry and that's why I used language such as "nothing like QTE's."
Does the dash counter remove Samus stopping as well as the screen zooming on in the parry? I've used the dash parry but honestly it's so powerful it often just kills the enemies anyways (it has default melee damage I'm pretty sure). Because mostly when I say it can stop normal gameplay, I don't mean because Samus stays in place, I mean because the screen zooming effect. In a game about exploration like Metroid, the amount of time it takes to focus on one target instead of moving forward can stop flow.
IIRC the screen zooming only happens if you aim or shoot after the parry. If you do nothing you can just continually be moving on your merry way and the enemy will be stuck in a dazed state.