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  1. #1

    Any advice on how to use Shugoki?

    The Uninterruptible Stance "advantage" almost seems to be more of a hindrance than a benefit, especially against quick characters like Orochi. Is anyone successful with this character, and if so, what if your basic game plan? Are you just forcing trades with Uninterruptible Stance? Asserting constant pressure with Bash & Smash (light, heavy combo)? Playing a grab game with Demon's Embrace, Demon Ball, and Headbutt? Something else?

    A couple of specific questions as well:

    1) How do you know when your Uninterruptible Stance is on cooldown?
    2) Do you just retreat at all costs when Uninterruptible Stance is on cooldown?
    3) What is a good follow up for Demon Ball? I land this a good amount but feel like I should be able to capitalize on it more.

    Thanks for all the help. I love this guy but I'm struggling...
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  2. #2
    I'm no expert on Shugoki, but I've played him a good bit and have run into the same problems you mention. Rapid light attacks are so incredibly hard to deal with as Shugoki and the second one gets through the hero plays like trash. It's hard to keep aggressive pressure on the enemy thanks to the huge stamina costs of attacks and the ease with which the attacks can be parried once your stance is broken.

    Add to this that you take more damage once the stance is broken and that you are far too slow to effectively run and regain your stance against the opponents you struggle most against (fast classes) and you've got a class with some problems in my opinion.

    To answer the specific questions:

    1) As soon as you take damage or are hit with a guard break (even a countered one), your stance is lost. From that point, you need to watch for a white flash on your character to signal that the stance has returned. To my knowledge, there is no way to tell if your stance is down without actively tracking when you took damage/got grabbed and when the flash occurs.
    2) Retreating is difficult thanks to the Shugoki's lack of speed, but I do try to turtle up as best as possible. The problem is that even an unsuccessful guard break by your opponent will keep your stance down.
    3) I have been wondering this same thing. As far as I can tell, the main uses for this ability are to buy yourself some space or to take advantage of environmental threats.

    It's a shame because I also love this hero, but it is far harder to play than any of the others I have tried. I do well against players who do not dodge or parry, but experienced players rather easily deal with the character thanks to his lack of speed.
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  3. #3
    Honestly. After seeing how many people are playing PK's and Orochis, It's to the point where I am considering giving up on the Shogoki.

    Not much you can do agains the SHoguki but at least an Orochi has to be careful. PK's can pretty much just steamroll you without any sort of fearing you.


    Probably will end up going back to maining the conq until the Lawbringer gets some love. He's trash if you dont know.


    Might play the Warden again but maybe not.
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  4. #4
    Okay, I don't claim to be good at Shukogi, and I feel the character is slightly on the weak side, but it IS possible to duel with him, after you put the practice in to get the timing right.

    Tips for playing against fast characters:

    Heavy attack into heavy attack is your friend: Because the step in between gives you a little bit more range than it initially look like, assassins inevitably have to dodge back twice or somehow block the second hit. As an advanced mechanic, sometimes switch up your play by hitting heavy once and then dodge back. If one of your normal heavies hit, GB and LAUNCH them, that resets the game and you still have your armor.

    Learn to block, Learn to Parry: It's hard, but after your initial engage, you are on the defense because of stamina reasons. Don't lunge wildly into attacks in an attempt to protect yourself, assassins don't have stances, so most of their attacks are locked into a side. Learn to recognize those attacks and Parry them and punish unsafe plays harshly with you high damage Kit. Once again GB and H/H are your friends, but if you find an opening, or your opponent is down/against a wall, feel free to charge up and get your vengeance.

    Use your charge sparingly, especially against dodge heavy characters, that sure hit isn't as sure as you think and it will cost you 30% health + a punish for every miss. If you are down to 1 block of health and fighting an experienced opponent? Consider not using it at all, the one shot is tempting, but EVERYONE sees it coming. Light>Heavy>cancel charge will make them cry... MAYBE.

    I'll try and check this thread should I find some other tactics that work, hopefully you guys will do the same, so we can make this class DESERVEDLY feared.
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  5. #5
    Originally Posted by Myrnodyne Go to original post
    Heavy attack into heavy attack is your friend: Because the step in between gives you a little bit more range than it initially look like, assassins inevitably have to dodge back twice or somehow block the second hit. As an advanced mechanic, sometimes switch up your play by hitting heavy once and then dodge back. If one of your normal heavies hit, GB and LAUNCH them, that resets the game and you still have your armor.
    Given how slow his attacks are and how much stamina they drain, does this really work? I would think leading with a heavy swing like this would just open you to easy parry/dodge punishment. As to what you suggest after landing a heavy strike, do you mean going for Demon Ball? Won't grabbing after a heavy connects perform a headbutt (not a bad thing, but just trying to understand what you mean here)?

    Originally Posted by Myrnodyne Go to original post
    if you find an opening, or your opponent is down/against a wall, feel free to charge up and get your vengeance.
    What do you mean by "get your vengeance"? If you have someone up against a wall what's your go to move(s)?

    Originally Posted by Raazeikel Go to original post
    The problem is that even an unsuccessful guard break by your opponent will keep your stance down.
    Are you sure?!? This seems completely broken if its the case, as people essentially get a free break of your stance, even when you counter it. If it is true, perhaps its a bug?
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  6. #6
    Originally Posted by Mr_Suplex Go to original post
    Are you sure?!? This seems completely broken if its the case, as people essentially get a free break of your stance, even when you counter it. If it is true, perhaps its a bug?
    As far as I can tell, yes. I can only hope it is a bug as it seriously weakens the stance's effectiveness. I've since given up on playing Shugoki and have run into very few of them since, so I haven't had many opportunities for testing.
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  7. #7
    Originally Posted by Mr_Suplex Go to original post
    Given how slow his attacks are and how much stamina they drain, does this really work? I would think leading with a heavy swing like this would just open you to easy parry/dodge punishment. As to what you suggest after landing a heavy strike, do you mean going for Demon Ball? Won't grabbing after a heavy connects perform a headbutt (not a bad thing, but just trying to understand what you mean here)?



    What do you mean by "get your vengeance"? If you have someone up against a wall what's your go to move(s)?



    Are you sure?!? This seems completely broken if its the case, as people essentially get a free break of your stance, even when you counter it. If it is true, perhaps its a bug?
    I might have given you too quick a version. You start the (side) heavy attack early, see if they walk/attack into it. If they dodge back and while your attack is still in progress, you should have a split second to decide whether you want to combo through, most of the time I use the chain attack to quickly attack again, sometimes, against a wily or slippery opponent I don't, and dodge back instead, it kind of depends on the range game too. This is, ofcourse, a lot easier to do if you still have shield. As for the headbutt, I don't think you can chain into a special from a finished chain. But I did mean demon ball, yeah. If you can throw them into a wall or off the building, that's an easy win.

    Speaking of wall, "taking your vengeance" was simply me being dramatic about a charged up side heavy. The only thing they can do about it when they are against the wall like that is parry it. If I feel it's unsafe I'll just chain attack instead, interspersed with GB's to drop them to the floor with demonball.
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  8. #8
    I see almost no-one using the zone attack. R1+R2.
    Great for those annoying pests that run around.
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  9. #9
    Ferrio's Avatar Junior Member
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    There really is no follow-up after demon ball unless you're next to a wall, and if you are you should throw instead. So don't use demon ball unless you need the space to recharge your armor, or if it'll knock them into a hazard/ring out. Otherwise stick to using your throw or light -> headbutt from a guard break.

    Other tips:
    - Your bearhug is guaranteed after a wall splat using a throw, there is nothing they can do to escape. So guard break -> throw into wall -> bear hug. It's pretty gross.
    - A heavy attack is also guaranteed after a wall splat, good for ending with an execution since you can't heavy attack from a guard break normally.
    - Light -> headbutt is a natural combo, and is devastating to their stamina.
    - Don't use the bear hug unless it's guaranteed or if you're willing to gamble on how good your opponent is.
    - Avoid fighting when your armor is down. There's no reason to be aggressive when it's down.
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  10. #10
    Originally Posted by Ferrio Go to original post
    There really is no follow-up after demon ball unless you're next to a wall, and if you are you should throw instead. So don't use demon ball unless you need the space to recharge your armor, or if it'll knock them into a hazard/ring out. Otherwise stick to using your throw or light -> headbutt from a guard break.
    If you're standing on a team mates body, demon ball gives you just enough time to revive with default revive speed. I found that to be a highly effective follow up.
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