My sincerest apology. That other poster had me on tilt, but you are correct it does do more damage! I have edited the guide appropriately.Originally Posted by Kroma- Go to original post
Dashing Thrust + Deep Gouge does about 1.75 bars of damage including bleed. Overhead Heavy + Deep Gouge does a hair over 2 bars of damage including bleed. The simple point here is that an overhead Heavy does more damage than a Dashing Thrust.
I also tested if an overhead Heavy can be used after Dashing Thrust with no Deep Gouge after a knockdown. The answer is no. You also cannot Stab Stab kick into wall then dash forward then overhead heavy.
Ok nice info,
They increased back the dmg from the 3 stabs, it does like 2+ bar of bleed dmg.
GB + heavy doesnt work on the peacekeeper, the oponent can still block it if he got the guard at the right spot ( even from sides heavy ). So after GB 3 stabs is always better, atleast it secure dmg more easily.
Tested and confirmed. Wow that's huge actually. PK NEEDS that to be viable if they nerf bleed heavily.Originally Posted by Kroma- Go to original post
Some notes on Peacekeeper strategies vs classes. I have come up with these strategies off of the level 3 bots. Keep in mind that I did not abuse their AI when coming up with these strategies.
Warlord/Conquerer/Warden: They have two forms of guard break. One requires a dodge and the other requires guard break cancel. They are extremely fast. Being right up in front of them gives you no time to consider which of the two it is unless you have ingrained their animations into your very soul : p. These characters are slower, so the best strategy when fighting them is to move around them a lot with dodge. You will be able to still freely parry their attacks, tech their guard breaks, and you will have enough distance to side step their charges and then get a free grab punish. You will also be able to, at any point, go in with any of your lunges, deep gouge, feint, or guard break. It is a very powerful way to play against slower classes, especially ones with charge. Also, make liberal use of your zone attack to get potshots at them =). I went from struggling against these 3 classes to wrecking them. That being said, if you come across these classes on a narrow bridge, be ready to differentiate between their charge and their guard break at a moment's notice along with charge cancels into guard breaks...
Orochi: Stay right up in their face. Do not attempt grabs. Simply parry their side dashes and their charge attack. Don't be too greedy with R1s as they can easily dash to the side and punish. One R1 is enough. Grabs give them free R1s unless the grab is uninterruptible. Also, if you regular block their R1, you can start an R1 before them and hit them once : P.
Peacekeeper: Safest combos vs Peacekeeper are feint -> zone attack, feint -> deep gouge. If they move around a lot, just wait until they approach you. You can regular block their R1 to hit them once with your own R1.
Moving around a lot against aggressive characters is not smart as they can hit you in the middle of your dodges. Well, unless they are Kensei : p. You always want to stay as close as possible to a character unless they have a very fast guard break charge. Nobushi's special skill isn't fast enough to care about it.
just wanna mention, that the stabing in the guard break is in the moment blockable. at least pretty easy for the assassin classes. with the right timing when you press your block stick upwards the stab does not connect. i tried that today with a friend, most cases the second and third stab i was able to avoid.
for other classes it is not this easy. you still could block the stab at least one. but for that you would need to go from left or right deffence stance to the top in the right moment and fast enough. almost impossible. best i was able to do was sometimes block the second stab.
it would be still less dmg then. but better just 2 stabs then all 3 when the peacekeeper has a good timing.
and you dont need the stabs to win duells. with good movement and light attacks you can still win a fight. or a parry and then use your heavy chains, most of the time the will connect then
sorry to say but ********. when you are not up against a conquerer or a warlord the odds are even. against good players you just need patient, and have to feint the enemie. with parry and right dodging you can allways let them bleed. and when your guard break defence is good you are safe.Originally Posted by Nestalim Go to original post
for myself i still have my problems with the guard break def. but that is just a matter of time to get the right timing and reflexes
Ugh, Stab combo got nerfed hard from Open Beta to Release. Does 4/5 a bar. As discussed previously Peacekeepers will need to find an alternative. Peacekeeper has no heavy off guard break. All other heroes other than Raider get over a bar worth of health off a guard break into heavy. Peacekeeper needed the bleed nerf, but this is excessive and not in balance with other heroes.
Guide updated.
Someone mentioned that stab works differently now. Doing a single stab does 4/5 a bar in damage, additional stabs determine the speed at which the bleed damage applies? Needs confirmation.
EDIT: Nope. It seems stab 2 and 3 do nothing right now. This leads me to believe this is a bug. Official patch notes stated that there were no balance changes from Open Beta to Release.