If you've done stuff like High Concept/Pangenesis fine before, I think this may be an issue more with how you approach the mechanics, rather than it being "visual mechanics" specifically that aren't possible for you. Using EX2 Vollok as an example, I could see someone having issues if they looked at the two flashing platforms, tried to mesh the shapes together in their head, and then resolved the mechanic. But a much easier way to do it (for example, but not the only way) is, in my opinion:
- There's only 2 platforms which contain swords in the middle (and each one has them diagonal from each other). Find both of them.
- Pre-position on an inside square, and look at the platform containing that one (one of the two you already identified)
- When he syncs, and the aoe glows go out, if the platform you're looking at isn't glowing, stay still (you found your safe spot already).
- If it is glowing, look at the second platform with a middle sword. If it's glowing, go to the wall (not a corner), if it isn't, move to an adjacent middle square (this will match one of the swords from the second platform)
- adjust diagonally to dodge the cleave as needed (diagonal of your safe spot should also be a safe spot)

In a lot of cases, "visual vomit" type mechanics can be boiled down to a pretty simple flowchart, similar to what you would use for something like high concept / pangenesis / etc. The above may not be the best way for you to think of it, but in general, if a mechanic feels like it's asking you to mentally resolve too many things at once, it helps a lot to break it down into smaller steps.