Originally Posted by
Goat_of_Vermund
First and foremost, if a hero lacks dodge attacks, he is almost always falls in the trash category. Fighting Gryphon without a dodge attack would not feel like a fair experience, it would feel like beating up someone who can't walk. Basically how it feels like to beat up an Aramusha with a Black Prior.
Gryphon's dodge attack is exactly the same as Kensei's or Shaman's: low guardbreak vulnerability, side heavy, and (this will be the main part of it, please pay attention) unfeintable.
Unfeintable means the following things:
1. Using it from neutral means it is parried. I know you don't parry it yet, just like nobody did parry Peacekeeper's forward dodge heavy during Season 1, but you will parry it 100% from neutral if you play just a bit more. Just like you do with Shaman's side dodge attack.
2. Using it to counter an attack is predictable, a final decision that you must stick to. The only thing I must do to punish it is feinting whatever I was doing, and countering it with whatever I can.
I don't know your feelings, but based on this, it is not safe. It is a fast dodge attack that is considered a heavy, is around Shaman's dodge attack speed, and is parried by anyone who understands how the game works. Check Havok's last video, he basically perfects a Gryphon in a mirrormatch twice in a row, and that one sure as hell loved his dodge attacks.
Your other points:
Dodge attack- light: Well, those people should have guessed they will be dodge attacked (or even reactad if it was a neutral dodge attack). Or if they did not counter the dodge attack, I guess they should have guessed a light is coming their way, and since it is neither 500ms nor enchanced, I don't see a problem here. By the way, there are undodgable lights in the game already, if the light would be dodgable, the entire mixup would be thrash.
Dodge attack- kick: Same as above, you can dodge the kick. And I don't play LOL, I don't know this reference, but in For Honor, it does matter how many kicks you miss. There is a white bar over your Staminabar called Healthbar, which will get lower every time you miss a kick. With how much depends on the hero who guardbroke you, but if you want an avarage, you lose around the same hp as your target would have if your kick would have landed. Which is 28 hp- based on my quick math, that is not half of someone's hp, it is less than a quarter of an assassin's hp.
I won't go into the bs about lightspam. His lights are 500ms and not enchanced, if you can't deal with 500ms standard lights, I don't know what to say. I mean, I do, I would say it, but I respect you enough to not to.
His feats are a bit op. Especially if you want to compare a tier 2's, a tier 3's and a tier 4's collective power to a single tier 3 of one of the weakest heroes. For the sake of the comparsion to be at least a little fair, let's put Smokebomb on the counterbalance (the don't attack me while I am in it, and I get heals from a contested zone feat), and let's put Firemine or whatever there too (which I am sure doesn't need an introduction).
So, you should really hit that training ground a bit.